Afrikaans
Akan
Albanian
Amharic
Armenian
Azerbaijani
Basque
Belarusian
Bemba
Bengali
Bihari
Bosnian
Breton
Bulgarian
Cambodian
Catalan
Cebuano
Cherokee
Chichewa
Chinese (Simplified)
Chinese (Traditional)
Corsican
Croatian
Czech
Danish
Dutch
English
Esperanto
Estonian
Ewe
Faroese
Filipino
Finnish
French
Frisian
Ga
Galician
Georgian
German
Greek
Guarani
Gujarati
Haitian Creole
Hausa
Hawaiian
Hebrew
Hindi
Hmong
Hungarian
Icelandic
Igbo
Indonesian
Interlingua
Irish
Italian
Japanese
Javanese
Kannada
Kazakh
Kinyarwanda
Kirundi
Kongo
Korean
Krio (Sierra Leone)
Kurdish
Kurdish (Soranรฎ)
Kyrgyz
Laothian
Latin
Latvian
Lingala
Lithuanian
Lozi
Luganda
Luo
Luxembourgish
Macedonian
Malagasy
Malay
Malayalam
Maltese
Maori
Marathi
Mauritian Creole
Moldavian
Mongolian
Myanmar (Burmese)
Montenegrin
Nepali
Nigerian Pidgin
Northern Sotho
Norwegian
Norwegian (Nynorsk)
Occitan
Oriya
Oromo
Pashto
Persian
Polish
Portuguese (Brazil)
Portuguese (Portugal)
Punjabi
Quechua
Romanian
Romansh
Runyakitara
Russian
Samoan
Scots Gaelic
Serbian
Serbo-Croatian
Sesotho
Setswana
Seychellois Creole
Shona
Sindhi
Sinhalese
Slovak
Slovenian
Somali
Spanish
Spanish (Latin American)
Sundanese
Swahili
Swedish
Tajik
Tamil
Tatar
Telugu
Thai
Tigrinya
Tonga
Tshiluba
Tumbuka
Turkish
Turkmen
Twi
Uighur
Ukrainian
Urdu
Uzbek
Vietnamese
Welsh
Wolof
Xhosa
Yiddish
Yoruba
Zulu
1 1
[MUSIC] 2
2
Hello again my friend. 3
3
In this video, we're talking about aspect ratios, to make sure that when someone 4
4
playing on a 16:9 device, or 4:3 device, our game is fitting as it should. 5
5
So let's jump over to I'm just gonna reset game here back to 16:9, 6
6
cuz that's going to be my default,
7 16:9, I reckon. 7
8
I think that's what is the sweet spot for devices just at the moment. 8
9
And you can see we've got our outline here, 9
10
which is where our game thinks the game should be. 10
11
And then we've got our big old image behind it. 11
12
When we click on Game, our image is being chopped off. 12
13
And that's ccuz we've said our image should be, 13
14
if I click on Canvas and then my Image. 14
15
We've said we want it to be set native size, and the native size I know by going 15
16
to my images, and clicking on the splash image here. 16
17
I can see that the native size is, where are you hiding native size? 17
18
I need to find an image, there he is, the splash imagine underneath. 18
19
And drag this guy up here. 19
20
1920x1080. 20
21
And so we're showing 1920x1080, 21
22
whereas when we go to click on our Canvas, it thinks that the game is much smaller. 22
23
It's saying this is what I'm gonna show on the game. 23
24
So the first step is for us to say the Canvas Scaler. 24
25
We want to change this to Scale With Screen Size. 25
26
And have our reference resolution, doesn't really matter, but 26
27
the reference resolution says, 27
28
well we're gonna drop a whole bunch of art in here that we thinks 1920x1080. 28
29
So let's make our reference resolution 1920x1080. 29
30
And now we can see that our outline of our canvas matches the outline of the image. 30
31
If you click on game, the whole thing fits in. 31
32
Sweet. 32
33
Now, if we were to play around with some of these other scale modes, 33
34
we could say constant pixel size. 34
35
And I know we've looked at this in previous sections, but 35
36
just very briefly constant pixel size would say, if we click on that, 36
37
we won't Want to have no matter how someone changes the resolution. 37
38
And if we're making a mobile game, 38
39
the resolution is changing cuz someone's on a different device. 39
40
We're saying keep the pixel size exactly the same on their screen, no matter what. 40
41
So if we go and drop an image in here that's 10 pixels by 10 pixels, 41
42
it will take up 10 pixels by 10 pixels no matter what the size of their device is. 42
43
Whether they've got a massive tablet or 43
44
they've got a little teensy-weensy flip phone. 44
45
Okay, that's Constant Pixel Size. 45
46
Constant Physical Size is on the other side. 46
47
If we say we want our image to take up for example 10 cm. 47
48
You can see that there are different units we can choose in here. 48
49
10 cm for example on their screen. 49
50
No matter what size screen they've got, we want this button to be 10 cm by 10 cm. 50
51
Hang on, does that actually fit on a phone? 51
52
Probably not. 52
53
So, we can say Constant Pixel Size. 53
54
For us we wanna have scale with screen size, so 54
55
if it's a different device the the whole thing gets stretched bigger and smaller. 55
56
There's a few different ways to do the stretching. 56
57
This is the screen match mode here, match, width or height. 57
58
You can choose to scale based upon all the way on the left is width, and 58
59
all the way over on the right is height. 59
60
Or we can choose to Expand and Shrink. 60
61
So let's play around with those a little bit at the moment. 61
62
First thing I'll do is detach my scene window. 62
63
Just drag it and find a spot where it's not gonna click into somewhere else, so 63
64
that I can then plop that over on the side there. 64
65
You can see what I'm doing, is I'm fiddling around with stuff here. 65
66
Grab the game. 66
67
Do the same. 67
68
Drop it into the middle. 68
69
Change its size, okay so it's about that, great. 69
70
Just a note, when you're moving around the game window, if you're moving it, 70
71
you'll see that it's not changing until you let go and then it goes, blop and 71
72
drops into place. 72
73
Go to over here. 73
74
So if we change screen match mode to say Expand, what is that going to do? 74
75
Well one of the things when I'm playing with here is this aspect ratio. 75
76
Again, we've done this in the past, if there's an aspect ratio that you don't 76
77
have in your list here, you can add it by clicking on the plus button. 77
78
For example there are some, 78
79
I'm gonna change it from fixed resolution to aspect ratio. 79
80
There are some devices nowadays that are 18x9. 80
81
Not just the 16x9, but 18x9, so they're even longer than they are high. 81
82
Okay, click OK on that, so now we have our extra 18x9 that we can 82
83
select as an aspect ratio to see how that looks. 83
84
And when we do that, we've now got these blue bars down the side, 84
85
they're blue because my settings say they should be blue. 85
86
And I've got a little mini challenge for you here, for those of you who already 86
87
know the answer to this, you'll be like this is simple, simple. 87
88
And for those of you who don't, 88
89
a little bit of a research maybe just to poke around, some experimenting. 89
90
So to change our default background to black. 90
91
So that's your mini-challenge. 91
92
Jump in and do that now if you'd be so kind. 92
93
And if you get stuck here's a quick hand for you. 93
94
If you don't think you need the hint, then take on the challenge now. 94
95
Otherwise, here's the hint. 95
96
One of your game objects already in your scene, has what you need. 96
97
It's like a riddle isn't it? 97
98
You already have a game object that does what you need. 98
99
So jump and take on that challenge. 99
100
I'll see you back here in a moment. 100
101
Okay, so well done if you knew exactly where to go for that. 101
102
The background here comes from our camera. 102
103
So if you click on main camera, 103
104
you can see that currently our default background is this blue. 104
105
Now I asked you to change it to black which is the common convention when you've 105
106
got these side bars, basically the game is saying, 106
107
I don't have anything to put down here, so i'm just gonna put these black bars. 107
108
For the illustrative purposes while I'm showing you this video, 108
109
I'm gonna make mine a pink color, so you can see it really clearly and 109
110
easily, cuz the black kind of blends in with they grey. 110
111
This grey is purely from Unity. 111
112
That's from me playing around with window here. 112
113
The device would be, for example, there, down to there, down to there, 113
114
and this is just Unity saying well, I've got more stuff in the window because 114
115
that's how Rickers made my window at the moment. 115
116
Okay, and the pink stuff is what the player is going to see. 116
117
If we use a particular mode. 117
118
So let's have a play around with this a little bit more. 118
119
Seeing view where we can see it. 119
120
Click off camera so 120
121
that's not sitting over the top, click on the cameras, there we go. 121
122
Camera's here. 122
123
So if I'm in this 18x9, we have these bars on the side, 123
124
I'm gonna set mine defaulting to 16:9. 124
125
This is where I say, okay, I want 16:9 to look good. 125
126
127 16:9 is gonna cover a lot of the common aspect ratios, and 126
128
I have a little diagram for this. 127
129
Let me just show you this for 128
130
those of you who are not quite fully 100% clear on the aspect ratio stuff just yet. 129
131
Rick, can you explain it a little bit more detail? 130
132
Yes, I can. 131
133
So if you look at this, this might be a tablet, and 132
134
a tablet generally is a little bit wider, a bit fatter. 133
135
Whereas a phone tends to be a phone, tends to be a little bit narrower or skinnier. 134
136
Now if we look at this tablet, the old, 135
137
old tablets tended to be 4x3 aspect ratios. 136
138
So the longer edge, usually referred to as the width, 137
139
cuz we talk about things in the landscape or the horizontal aspect. 138
140
4x3, so no matter how many pixels this was, this along here, 139
141
the aspect ratio is for every four pixels along our long side, 140
142
we have three pixels along the short side. 141
143
And for a phone nowadays common is more of a 16, 142
144
whoops one six, not six one. 143
145
16x9. So 144
146
for every 16 pixels we get along here we get 9 pixels along there. 145
147
And some phones get tons of pixels, so 146
148
you might have a full on 1920x1080 resolution. 147
149
And that's an 8, well done Rick, typing an 8. 148
150
1920x1080 resolution meaning we physically have, 149
151
I'm going to tap in here 1,920 pixels you see. 150
152
A pixel is a dot that's showing you the graphics. 151
153
Each of these little dots make up the picture and 152
154
then this way there is 100x80 dots along the screen, and 153
155
then all of these add up to the total number of pixels you get on the screen. 154
156
So it could be 1920x1080 could be smaller than that It could be 1280x720, 155
157
could be the number of actual pixels you have on your phone. 156
158
Or on your tablet, or on your TV for that matter. 157
159
Generally, 1920x1080 is referred to as 1080, and 1280x720 is referred to as 720. 158
160
On some other phones, maybe it's the Google Pixel 3 for example. 159
161
The Google Pixel 3 I believe has an aspect ratio of 18x9 I believe, 160
162
so then it has even more pixels along here. 161
163
What does that mean for us when we are making our game. 162
164
What means if you are making a game that looks really sweet, 163
165
I'm gonna change my color here if you let me. 164
166
If you make again, it looks really sweet on the tablet. 165
167
You're like that's prefect, fits nicely. 166
168
We've got things over here. 167
169
We've got things there. 168
170
We've got things right up in the top right corner. 169
171
And then you stick it on to a phone that has a much longer resolution, 170
172
then you end up with the black bars along the side of your screen. 171
173
So what do we do about this? 172
174
Well we've got a couple of options. 173
175
And those options we see over in our Screen Match Mode here. 174
176
We can do the Match, Expand or Shrink. 175
177
So let's have a look at the Expand first of all. 176
178
So I've got my game at 16:9. 177
179
It all fits nice and neatly. 178
180
There's no extra pink zones within it. 179
181
As I call, how is this gonna look on 4x3? 180
182
Because 16x9, and 4x3 are the two ends of my spectrum. 181
183
I'm probably gonna bounce between those, but we'd have a look at 16x10. 182
184
We'd have a look at it at 18x9 as well, but we'll see how it looks on 4x3. 183
185
If we're using expand, and we say that our reference 184
186
resolution is 1920x1080 which is a 16:9. 185
187
Then when it expands, it's going to add more content, i.e., add the black bars, 186
188
or in my case I've made them pink bars so they're easier to see. 187
189
So we still retain all of the content on our screen. 188
190
It still stretches or scales as the device is a bigger device or a smaller device. 189
191
But if the shape of the device is a little bit squarer, i.e., 4x3. 190
192
Then we will get these black bars put in there. 191
193
Now, what happens if we would have used Shrink as our option. 192
194
Well, Shrink when we start off with our 16x9, looks kind of nice and 193
195
neat and normal. 194
196
Okay, I'll just line it up there. 195
197
And you can see the outliner overall. 196
198
Now I'll send you over here. 197
199
Line's up. 198
200
If I was to then change that to 4x3. 199
201
We lose the content on the side, and you can see over here again in my scene view, 200
202
that it has just brought in the side of my game. 201
203
Which is totally cool in terms of making sure we don't have any black bars, but 202
204
not cool if you've got important content on the side. 203
205
Now for my splash screen here, there's nothing important on the side. 204
206
It's just a little bit extra artistic flavor, but 205
207
we've created it in a very smart way. 206
208
Let's say we've got all the important content in the middle. 207
209
So for this particular scree, I'm gonna go with this shrink option, 208
210
so that if someone if using a different aspect ration, 209
211
they're not gonna get the black bars. 210
212
You can do it anyway you want, I really wanna be clear on that. 211
213
But I think for this one it looks pretty cool. 212
214
And also cool, is we can do it differently for different scenes in Unity. 213
215
We don't have to have the same canvas scaling approach for all of them. 214
216
So I'm gonna save up my scene here, 215
217
jump over into my other scenes to leave my windows floating around. 216
218
Find a way. 217
219
Jump over into my start screen. 218
220
Now my start screen, I'm just going to zoom out. 219
221
Okay, we have the same issue that we had before where we haven't told it, 220
222
click on Canvas, we haven't told it. 221
223
Sorry I know this all a little bit hard to see at the moment. 222
224
Pop it over there. 223
225
There we go. 224
226
This is scene and this is game. 225
227
We are still on constant pixel size, I wanna change that to scale with screen 226
228
size and put my reference resolution to 1920x1080, excellent. 227
229
And if I put it to 16: 9 it looks pretty good. 228
230
Now I'm gonna show you a not exactly perfect amazing way, 229
231
first to resolve this. 230
232
But it's what I am gonna do good enough for now, and it's for 231
233
educational purposes. 232
234
The problem is that we've got this art that has graphics, 233
235
that has words baked into the background. 234
236
So if I now go and say, let's see, 235
237
Expand, and then choose 4x3. 236
238
Okay we have our bars, and 237
239
note again you have to change the bars each time you come into the main camera. 238
240
So change this to black if you will, for me for 239
241
illustrative purposes I'm gonna make it pink. 240
242
Again, so you can see what's going on. 241
243
Okay, so expand puts in the bars like I don't really like the look of that. 242
244
I don't wanna have black bars, might be my approach. 243
245
So if we go Shrink, but when I do Shrink and it's down on 4:3. 244
246
So sidenote,16:9 looks just fine,
247 4:3, I lose my text over here. 245
248
So what I'd like you to do as another challenge is, 246
249
this is the second challenge. 247
250
I usually don't do two, just the one. 248
251
Is to anchor your Start Menu text so 249
252
that it is always close to the right of the screen. 250
253
No matter what aspect ratio we are using. 251
254
So, you need to remember back from when we were working on anchoring. 252
255
You'll need to do a little bit of alignment, and 253
256
you'll need to play around with the screen scaling mode that you're using. 254
257
But jump in, take on that challenge. 255
258
And I'll see you back here in a moment. 256
259
Okay, so what I mean by this is see how we're getting chopped off there? 257
260
So no matter what, we have to have Start Game and Quit visible to the player, 258
261
or else they may like Start Gar, I don't know what that means, we don't want that. 259
262
We could just do the black bars, but 260
263
we're gonna go with an approach where we're not gonna do that. 261
264
I've got my scale with screen size to 1920x1080, and the screen mode is Shrink. 262
265
And what I will do is click on my garden text and rename it, cuz I'm naughty, 263
266
I haven't renamed it. 264
267
That should be Start Text On here, 265
268
rename the reloading text to be what's that, quit text. 266
269
Okay, that's a little renaming. 267
270
So the start text, we'll click on that back over into my scene view here, 268
271
I'll just make it a little bit bigger. 269
272
You don't have to move your windows around the way I am, I'm just doing this so 270
273
you can see what's going on. 271
274
And first of all, we need to click on our w tool, move that fits within the window, 272
275
the current window that is here. 273
276
I'm going to just get this default UI thing out of the way, find the alignment, 274
277
click on right align. 275
278
Now I need to move it a little bit further, 276
279
cuz there was a line center, put the edge. 277
280
How far away from the edge do I want it? 278
281
Around about there, I think. 279
282
And 4x3 is currently my squarest resolution. 280
283
So my Start at the worst case scenario is gonna appear all the way into about here. 281
284
And that's still readable I think. 282
285
That's cool. 283
286
And while on start, I'm going to click on the anchor tool, that little 284
287
grid thing here and click on the right, so now my anchor point is on the right. 285
288
I'll do the same for quit, and 286
289
then we'll have a look at whether it's all worked or not. 287
290
Click on quit, do the right alignment. 288
291
Move it over to the right, so it's a right aligned approach here. 289
292
I don't have to do it right aligned, but 290
293
I find that's gonna make it look a little bit neater and tidier. 291
294
Start game and quit. 292
295
Now, if I was to click on a different aspect ratio so 293
296
297 16:9, you can see that sorry. 294
298
Bit too hasty Rick what are you doing? 295
299
I didn't click on anchor and to the right, so now it's anchored to the right and 296
300
I need to move it. 297
301
Oops, from my scene view yep, scene view. 298
302
Move it over to the right, close to that. 299
303
Being a bit thrown off here, cuz I wasn't zoomed in properly on my scene view. 300
304
Okay, there we go. 301
305
Now, when I'm on 16:9, that all looks like it's taken. 302
306
307 16:9, it's way over on the right. 303
308
If I go to say 16:10, it's still to the right. 304
309
If I go 4x3, it's still to the right. 305
310
So it's all fitting in in a nice spot. 306
311
We know no matter what we're not gonna lose our game text, it's gonna be in here. 307
312
I said before that we do lose our big glitch. 308
313
That's a note. 309
314
If you're baking in any information that you just really don't wanna lose in your 310
315
background, then make sure you have a safe zone. 311
316
And the safe zone as you can see here, is this amount of space to the left and 312
317
the right. 313
318
So we'd wanna create our art, so there's nothing important there and 314
319
nothing important there. 315
320
With you now, our setup of our image. 316
321
Okay so there we have it. 317
322
We've created our splash screen and our start menus, and 318
323
our aspect ratio is feeling pretty good. 319
324
No matter what size and 320
325
shape of mobile within the 4:3 to
326 16:9 relationship should be good. 321
327
What's 8:9 look like? 322
328
Okay, we will get a little bit of chopping off at the 18:9. 323
329
Sorry. That's okay. 324
330
As well I'm happy with that, there's a bit of that safe zone coming into play. 325
331
Okay, cool. So we're all set up, ready to go. 326
332
Let's jump into the next video.
Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.