facebook twitter hatena line email

「Unity/端末サイズ」の版間の差分

提供: 初心者エンジニアの簡易メモ
移動: 案内検索
(縦ipad判定)
(3Dのcanvasをフィット)
行50: 行50:
 
#CanvasのInspectorのCanvasScalerを"Constant Pixel Size "から"Scale With Screen Size"に変更して
 
#CanvasのInspectorのCanvasScalerを"Constant Pixel Size "から"Scale With Screen Size"に変更して
 
#CanvasScalerのReferenceResolutionを1080x1920(CanvasのRectTransformの値と同じ)へ
 
#CanvasScalerのReferenceResolutionを1080x1920(CanvasのRectTransformの値と同じ)へ
 +
 +
padのときは、調整が必要なので、以下CanvasScalerを使ったautofitを使うとうまくはまる
 +
<pre>
 +
TermSize.OrthographicSizeAutoCanvasScaler(GameObject.Find("/Canvas").GetComponent<CanvasScaler>());
 +
public static void OrthographicSizeAutoCanvasScaler(CanvasScaler canvasScaler)
 +
{
 +
    Vector2 developValue = new Vector2(1080f, 1920f);
 +
    float developAspect = developValue.x / developValue.y;
 +
    float deviceAspect = (float)Screen.width / (float)Screen.height;
 +
    float scale = deviceAspect / developAspect;
 +
    if (scale < 1)
 +
    {
 +
        canvasScaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
 +
        canvasScaler.referenceResolution = developValue;
 +
        return;
 +
    }
 +
    float width = developValue.y * (float)Screen.width / (float)Screen.height;
 +
    canvasScaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
 +
    canvasScaler.referenceResolution = new Vector2(width, developValue.y);
 +
}
 +
</pre>

2022年4月19日 (火) 18:14時点における版

サンプル

CameraオブジェクトのProjectionをorthographicへ変更しておく。

void Awake()
{
       TermSize.OrthographicSizeAuto();
}

TermSize.cs

public class TermSize {
   public static void OrthographicSizeAuto () {
       // 縦画面 iPhone6
       float developAspect = 750.0f / 1334.0f;
       // 横画面 iPhone6
       // float developAspect = 1334.0f / 750.0f;
       float deviceAspect = (float)Screen.width / (float)Screen.height;
       float scale = deviceAspect / developAspect;
       Camera mainCamera = Camera.main;
       float deviceSize = mainCamera.orthographicSize;
       float deviceScale = 1.0f / scale;
       if (scale > 1) {
           Debug.Log("scale変更不要");
           return;
       }
       mainCamera.orthographicSize = deviceSize * deviceScale;
    }
}

参考:http://www.project-unknown.jp/entry/2017/01/05/212837

ipad判定

public static bool IsIPad {
    get {
        return SystemInfo.deviceModel.Contains ("iPad");
    }
}

参考:http://westhillapps.blog.jp/archives/35736621.html

縦ipad判定

public static bool IsIPadDeviceAspect() {
    float deviceAspect = (float)Screen.width / (float)Screen.height; // 2048 / 2732 = 0.74963397
    if (deviceAspect > 0.749f && deviceAspect <= 0.751f) {
        return true;
    }
    return false;
}

3Dのcanvasをフィット

  1. CanvasのInspectorのCanvasScalerを"Constant Pixel Size "から"Scale With Screen Size"に変更して
  2. CanvasScalerのReferenceResolutionを1080x1920(CanvasのRectTransformの値と同じ)へ

padのときは、調整が必要なので、以下CanvasScalerを使ったautofitを使うとうまくはまる

TermSize.OrthographicSizeAutoCanvasScaler(GameObject.Find("/Canvas").GetComponent<CanvasScaler>());
public static void OrthographicSizeAutoCanvasScaler(CanvasScaler canvasScaler)
{
    Vector2 developValue = new Vector2(1080f, 1920f);
    float developAspect = developValue.x / developValue.y;
    float deviceAspect = (float)Screen.width / (float)Screen.height;
    float scale = deviceAspect / developAspect;
    if (scale < 1)
    {
        canvasScaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
        canvasScaler.referenceResolution = developValue;
        return;
    }
    float width = developValue.y * (float)Screen.width / (float)Screen.height;
    canvasScaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
    canvasScaler.referenceResolution = new Vector2(width, developValue.y);
}