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[MUSIC]
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Hello again my friend.
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In this video, we're talking about aspect
ratios, to make sure that when someone
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playing on a 16:9 device, or 4:3 device,
our game is fitting as it should.
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So let's jump over to I'm just
gonna reset game here back to 16:9,
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cuz that's going to be my default,
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16:9, I reckon.
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I think that's what is the sweet spot for
devices just at the moment.
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And you can see we've
got our outline here,
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which is where our game
thinks the game should be.
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And then we've got our
big old image behind it.
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When we click on Game,
our image is being chopped off.
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And that's ccuz we've
said our image should be,
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if I click on Canvas and then my Image.
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We've said we want it to be set native
size, and the native size I know by going
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to my images, and
clicking on the splash image here.
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I can see that the native size is,
where are you hiding native size?
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I need to find an image, there he is,
the splash imagine underneath.
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And drag this guy up here.
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1920x1080.
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And so we're showing 1920x1080,
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whereas when we go to click on our Canvas,
it thinks that the game is much smaller.
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It's saying this is what
I'm gonna show on the game.
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So the first step is for
us to say the Canvas Scaler.
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We want to change this to
Scale With Screen Size.
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And have our reference resolution,
doesn't really matter, but
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the reference resolution says,
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well we're gonna drop a whole bunch of
art in here that we thinks 1920x1080.
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So let's make our reference
resolution 1920x1080.
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And now we can see that our outline of our
canvas matches the outline of the image.
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If you click on game,
the whole thing fits in.
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Sweet.
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Now, if we were to play around with
some of these other scale modes,
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we could say constant pixel size.
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And I know we've looked at
this in previous sections, but
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just very briefly constant pixel
size would say, if we click on that,
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we won't Want to have no matter how
someone changes the resolution.
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And if we're making a mobile game,
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the resolution is changing cuz
someone's on a different device.
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We're saying keep the pixel size exactly
the same on their screen, no matter what.
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So if we go and drop an image in
here that's 10 pixels by 10 pixels,
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it will take up 10 pixels by 10 pixels no
matter what the size of their device is.
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Whether they've got a massive tablet or
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they've got a little
teensy-weensy flip phone.
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Okay, that's Constant Pixel Size.
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Constant Physical Size
is on the other side.
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If we say we want our image to take up for
example 10 cm.
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You can see that there are different
units we can choose in here.
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10 cm for example on their screen.
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No matter what size screen they've got,
we want this button to be 10 cm by 10 cm.
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Hang on,
does that actually fit on a phone?
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Probably not.
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So, we can say Constant Pixel Size.
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For us we wanna have scale
with screen size, so
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if it's a different device the the whole
thing gets stretched bigger and smaller.
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There's a few different
ways to do the stretching.
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This is the screen match mode here,
match, width or height.
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You can choose to scale based upon
all the way on the left is width, and
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all the way over on the right is height.
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Or we can choose to Expand and Shrink.
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So let's play around with those
a little bit at the moment.
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First thing I'll do is
detach my scene window.
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Just drag it and find a spot where it's
not gonna click into somewhere else, so
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that I can then plop that
over on the side there.
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You can see what I'm doing,
is I'm fiddling around with stuff here.
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Grab the game.
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Do the same.
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Drop it into the middle.
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Change its size, okay so
it's about that, great.
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Just a note, when you're moving around
the game window, if you're moving it,
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you'll see that it's not changing until
you let go and then it goes, blop and
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drops into place.
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Go to over here.
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So if we change screen match mode to
say Expand, what is that going to do?
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Well one of the things when I'm playing
with here is this aspect ratio.
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Again, we've done this in the past,
if there's an aspect ratio that you don't
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have in your list here, you can add
it by clicking on the plus button.
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For example there are some,
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I'm gonna change it from fixed
resolution to aspect ratio.
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There are some devices
nowadays that are 18x9.
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Not just the 16x9, but 18x9, so
they're even longer than they are high.
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Okay, click OK on that, so
now we have our extra 18x9 that we can
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select as an aspect ratio
to see how that looks.
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And when we do that, we've now got
these blue bars down the side,
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they're blue because my settings
say they should be blue.
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And I've got a little mini challenge for
you here, for those of you who already
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know the answer to this,
you'll be like this is simple, simple.
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And for those of you who don't,
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a little bit of a research maybe just
to poke around, some experimenting.
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So to change our default
background to black.
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So that's your mini-challenge.
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Jump in and
do that now if you'd be so kind.
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And if you get stuck here's
a quick hand for you.
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If you don't think you need the hint,
then take on the challenge now.
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Otherwise, here's the hint.
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One of your game objects already
in your scene, has what you need.
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It's like a riddle isn't it?
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You already have a game object
that does what you need.
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So jump and take on that challenge.
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I'll see you back here in a moment.
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Okay, so well done if you knew
exactly where to go for that.
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The background here comes from our camera.
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So if you click on main camera,
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you can see that currently our
default background is this blue.
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Now I asked you to change it to black
which is the common convention when you've
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got these side bars,
basically the game is saying,
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I don't have anything to put down here,
so i'm just gonna put these black bars.
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For the illustrative purposes
while I'm showing you this video,
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I'm gonna make mine a pink color, so
you can see it really clearly and
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easily, cuz the black kind
of blends in with they grey.
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This grey is purely from Unity.
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That's from me playing
around with window here.
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The device would be, for example,
there, down to there, down to there,
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and this is just Unity saying well,
I've got more stuff in the window because
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that's how Rickers made
my window at the moment.
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Okay, and the pink stuff is what
the player is going to see.
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If we use a particular mode.
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So let's have a play around
with this a little bit more.
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Seeing view where we can see it.
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Click off camera so
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that's not sitting over the top,
click on the cameras, there we go.
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Camera's here.
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So if I'm in this 18x9,
we have these bars on the side,
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I'm gonna set mine defaulting to 16:9.
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This is where I say, okay,
I want 16:9 to look good.
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16:9 is gonna cover a lot of
the common aspect ratios, and
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I have a little diagram for this.
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Let me just show you this for
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those of you who are not quite fully 100%
clear on the aspect ratio stuff just yet.
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Rick, can you explain it
a little bit more detail?
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Yes, I can.
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So if you look at this,
this might be a tablet, and
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a tablet generally is a little bit wider,
a bit fatter.
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Whereas a phone tends to be a phone, tends
to be a little bit narrower or skinnier.
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Now if we look at this tablet, the old,
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old tablets tended to
be 4x3 aspect ratios.
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So the longer edge,
usually referred to as the width,
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cuz we talk about things in
the landscape or the horizontal aspect.
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4x3, so no matter how many pixels
this was, this along here,
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the aspect ratio is for
every four pixels along our long side,
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we have three pixels along the short side.
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And for
a phone nowadays common is more of a 16,
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whoops one six, not six one.
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16x9.
So
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for every 16 pixels we get along
here we get 9 pixels along there.
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And some phones get tons of pixels, so
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you might have a full on
1920x1080 resolution.
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And that's an 8,
well done Rick, typing an 8.
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1920x1080 resolution
meaning we physically have,
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I'm going to tap in here
1,920 pixels you see.
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A pixel is a dot that's
showing you the graphics.
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Each of these little dots
make up the picture and
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then this way there is 100x80
dots along the screen, and
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then all of these add up to the total
number of pixels you get on the screen.
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So it could be 1920x1080 could be
smaller than that It could be 1280x720,
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could be the number of actual
pixels you have on your phone.
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Or on your tablet, or
on your TV for that matter.
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Generally, 1920x1080 is referred to as
1080, and 1280x720 is referred to as 720.
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On some other phones,
maybe it's the Google Pixel 3 for example.
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The Google Pixel 3 I believe has
an aspect ratio of 18x9 I believe,
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so then it has even
more pixels along here.
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What does that mean for
us when we are making our game.
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What means if you are making
a game that looks really sweet,
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I'm gonna change my color
here if you let me.
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If you make again,
it looks really sweet on the tablet.
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You're like that's prefect, fits nicely.
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We've got things over here.
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We've got things there.
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We've got things right up
in the top right corner.
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And then you stick it on to a phone
that has a much longer resolution,
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then you end up with the black bars
along the side of your screen.
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So what do we do about this?
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Well we've got a couple of options.
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And those options we see over
in our Screen Match Mode here.
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We can do the Match, Expand or Shrink.
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So let's have a look at
the Expand first of all.
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So I've got my game at 16:9.
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It all fits nice and neatly.
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There's no extra pink zones within it.
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As I call, how is this gonna look on 4x3?
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Because 16x9, and
4x3 are the two ends of my spectrum.
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I'm probably gonna bounce between those,
but we'd have a look at 16x10.
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We'd have a look at it at 18x9 as well,
but we'll see how it looks on 4x3.
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If we're using expand, and
we say that our reference
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resolution is 1920x1080 which is a 16:9.
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Then when it expands, it's going to add
more content, i.e., add the black bars,
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or in my case I've made them pink bars so
they're easier to see.
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So we still retain all of
the content on our screen.
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It still stretches or scales as the device
is a bigger device or a smaller device.
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But if the shape of the device is
a little bit squarer, i.e., 4x3.
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Then we will get these
black bars put in there.
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Now, what happens if we would
have used Shrink as our option.
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Well, Shrink when we start off with
our 16x9, looks kind of nice and
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neat and normal.
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Okay, I'll just line it up there.
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And you can see the outliner overall.
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Now I'll send you over here.
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Line's up.
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If I was to then change that to 4x3.
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We lose the content on the side, and you
can see over here again in my scene view,
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that it has just brought
in the side of my game.
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Which is totally cool in terms of making
sure we don't have any black bars, but
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not cool if you've got
important content on the side.
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Now for my splash screen here,
there's nothing important on the side.
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It's just a little bit
extra artistic flavor, but
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we've created it in a very smart way.
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Let's say we've got all
the important content in the middle.
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So for this particular scree,
I'm gonna go with this shrink option,
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so that if someone if using
a different aspect ration,
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they're not gonna get the black bars.
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You can do it anyway you want,
I really wanna be clear on that.
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But I think for
this one it looks pretty cool.
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And also cool, is we can do it differently
for different scenes in Unity.
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We don't have to have the same canvas
scaling approach for all of them.
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So I'm gonna save up my scene here,
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jump over into my other scenes to
leave my windows floating around.
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Find a way.
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Jump over into my start screen.
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Now my start screen,
I'm just going to zoom out.
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Okay, we have the same issue that we
had before where we haven't told it,
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click on Canvas, we haven't told it.
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Sorry I know this all a little
bit hard to see at the moment.
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Pop it over there.
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There we go.
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This is scene and this is game.
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We are still on constant pixel size,
I wanna change that to scale with screen
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size and put my reference
resolution to 1920x1080, excellent.
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And if I put it to 16:
9 it looks pretty good.
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Now I'm gonna show you a not
exactly perfect amazing way,
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first to resolve this.
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But it's what I am gonna do good
enough for now, and it's for
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educational purposes.
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The problem is that we've got
this art that has graphics,
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that has words baked into the background.
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So if I now go and say, let's see,
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Expand, and then choose 4x3.
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Okay we have our bars, and
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note again you have to change the bars
each time you come into the main camera.
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So change this to black if you will,
for me for
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illustrative purposes
I'm gonna make it pink.
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Again, so you can see what's going on.
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Okay, so expand puts in the bars like
I don't really like the look of that.
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I don't wanna have black bars,
might be my approach.
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So if we go Shrink, but
when I do Shrink and it's down on 4:3.
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So sidenote,16:9 looks just fine,
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4:3, I lose my text over here.
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So what I'd like you to do
as another challenge is,
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this is the second challenge.
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I usually don't do two, just the one.
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Is to anchor your Start Menu text so
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that it is always close to
the right of the screen.
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No matter what aspect ratio we are using.
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So, you need to remember back from
when we were working on anchoring.
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You'll need to do a little
bit of alignment, and
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you'll need to play around with the screen
scaling mode that you're using.
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But jump in, take on that challenge.
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And I'll see you back here in a moment.
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Okay, so what I mean by this is see
how we're getting chopped off there?
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So no matter what, we have to have
Start Game and Quit visible to the player,
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or else they may like Start Gar, I don't
know what that means, we don't want that.
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We could just do the black bars, but
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we're gonna go with an approach
where we're not gonna do that.
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I've got my scale with screen size to
1920x1080, and the screen mode is Shrink.
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And what I will do is click on my garden
text and rename it, cuz I'm naughty,
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I haven't renamed it.
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That should be Start Text On here,
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rename the reloading text to
be what's that, quit text.
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Okay, that's a little renaming.
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So the start text, we'll click on that
back over into my scene view here,
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I'll just make it a little bit bigger.
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You don't have to move your windows around
the way I am, I'm just doing this so
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you can see what's going on.
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And first of all, we need to click on our
w tool, move that fits within the window,
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the current window that is here.
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I'm going to just get this default UI
thing out of the way, find the alignment,
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click on right align.
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Now I need to move it
a little bit further,
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cuz there was a line center, put the edge.
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How far away from the edge do I want it?
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Around about there, I think.
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And 4x3 is currently my
squarest resolution.
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So my Start at the worst case scenario is
gonna appear all the way into about here.
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And that's still readable I think.
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That's cool.
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And while on start, I'm going to
click on the anchor tool, that little
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grid thing here and click on the right,
so now my anchor point is on the right.
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I'll do the same for quit, and
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then we'll have a look at
whether it's all worked or not.
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Click on quit, do the right alignment.
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Move it over to the right, so
it's a right aligned approach here.
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I don't have to do it right aligned, but
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I find that's gonna make it look
a little bit neater and tidier.
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Start game and quit.
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Now, if I was to click on
a different aspect ratio so
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16:9, you can see that sorry.
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Bit too hasty Rick what are you doing?
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I didn't click on anchor and to the right,
so now it's anchored to the right and
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I need to move it.
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Oops, from my scene view yep, scene view.
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Move it over to the right, close to that.
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Being a bit thrown off here, cuz I wasn't
zoomed in properly on my scene view.
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Okay, there we go.
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Now, when I'm on 16:9,
that all looks like it's taken.
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16:9, it's way over on the right.
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If I go to say 16:10,
it's still to the right.
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If I go 4x3, it's still to the right.
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So it's all fitting in in a nice spot.
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We know no matter what we're not gonna
lose our game text, it's gonna be in here.
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I said before that we
do lose our big glitch.
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That's a note.
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If you're baking in any information that
you just really don't wanna lose in your
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background, then make sure
you have a safe zone.
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And the safe zone as you can see here,
is this amount of space to the left and
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the right.
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So we'd wanna create our art, so
there's nothing important there and
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nothing important there.
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With you now, our setup of our image.
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Okay so there we have it.
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We've created our splash screen and
our start menus, and
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our aspect ratio is feeling pretty good.
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No matter what size and
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shape of mobile within the 4:3 to
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16:9 relationship should be good.
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What's 8:9 look like?
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Okay, we will get a little bit
of chopping off at the 18:9.
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Sorry.
That's okay.
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As well I'm happy with that, there's
a bit of that safe zone coming into play.
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Okay, cool.
So we're all set up, ready to go.
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Let's jump into the next video.
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