Hi,
Canvas renderer works great. But is there a way to control how the character stretches based on screen aspect and resolution? For example i need that my character always fit in half of the screen on any resolution / aspect. Is there a way to acheve this?
In regular case (for images) one can use anchors / pivot points. But rect transform with creature renderer does not reflect any anchor changes except positioning. I tried this in Unity 5.5 and 2018.2.
So, do one should write his own script to calculate all the things to fit character (manipulating it's rect transform's local scale)?
[Unity] Canvas Renderer
Re: [Unity] Canvas Renderer
Hello,
Yes you should write some basic C# code for that, that's why the runtime source is provided for you
In:
https://github.com/kestrelm/Creature_Un ... enderer.cs
I suggest looking at UpdateRenderingData(). In particular:
Those are the final render points of the character. You can apply any transform you want to them to get the intended result.
Thanks
Yes you should write some basic C# code for that, that's why the runtime source is provided for you
In:
https://github.com/kestrelm/Creature_Un ... enderer.cs
I suggest looking at UpdateRenderingData(). In particular:
Code: Select all
active_mesh.vertices = vertices;
Those are the final render points of the character. You can apply any transform you want to them to get the intended result.
Thanks