Author Topic: When do I use FixedSize vs PixelPerfect?  (Read 14843 times)

storm33229

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Re: When do I use FixedSize vs PixelPerfect?
« Reply #15 on: July 09, 2013, 09:21:41 AM »
Your question was how to change the "resolution" of the UI, and manual size is how it's done. It doesn't mean you have to keep it at "manual" after you test the behaviour.

So I should dynamically set the manual value to whatever my screen resolution is?

ArenMook

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Re: When do I use FixedSize vs PixelPerfect?
« Reply #16 on: July 09, 2013, 10:15:15 PM »
To whatever resolution you are trying to test.

The best thing to do would be to have a dual monitor setup and detach your game window so that it floats on the 2nd monitor. Failing that though, the fixed size is the approach to take.

storm33229

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Re: When do I use FixedSize vs PixelPerfect?
« Reply #17 on: July 09, 2013, 10:54:26 PM »
To whatever resolution you are trying to test.

The best thing to do would be to have a dual monitor setup and detach your game window so that it floats on the 2nd monitor. Failing that though, the fixed size is the approach to take.

I think I'm starting to understand better. Unfortunately I don't have a second monitor (using laptop). So I should keep the scaling style to FixedSize, and then set the Manual Height value to the resolution of the game window (at run-time)? Based on what I think you're saying this will make it pixel perfect at the manual height...

ArenMook

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Re: When do I use FixedSize vs PixelPerfect?
« Reply #18 on: July 10, 2013, 12:42:13 PM »
Again... use FixedSize + aspect ratio setting in the game window to test how UI will look at your target resolution.

When it's time to publish, change it to PixelPerfect, and hit the Build button.

Do not change anything at run-time.

storm33229

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Re: When do I use FixedSize vs PixelPerfect?
« Reply #19 on: July 10, 2013, 01:33:37 PM »
Again... use FixedSize + aspect ratio setting in the game window to test how UI will look at your target resolution.

When it's time to publish, change it to PixelPerfect, and hit the Build button.

Do not change anything at run-time.

Ah, I understand. FixedSize is for my testing only - so that it fits in my smaller Unity Game Window. PixelPerfect will still apply in the final build. Perfect. Thanks for the help -- I apologize that it took me so long to grasp how this works.