I need my button to stay in the same position on the screen when the resolution changes, but it’s moving when resolution changes.
I tried following some tutorials on youtube but without success.
I have 1 scene (the default). It has 1 canvas, 1 image, and 1 button.
I HAVE NO SCRIPTS.
Here are some notes on UI Anchoring, Scaling, CanvasScaler, etc:
Usually you need to choose a suitable ScaleMode and MatchMode in the Canvas Scaler and stick with it 100%. Generally if you change those settings you will often need to redo your UI entirely.
I also use this CanvasScalerOrientationDriver utility to make sharing UI for Landscape / Portrait easier. Read what it does carefully.
Thanks but I do not see how any of that can fix my problem. If you can, read my problem and explain what is happening in my project. If you can’t, well, then there is no way I can understand what is happening.
Like I said, I’m new. I read but I didn’t see any relation between what you said and my specific problem. I still don’t see it, so if you can, explain it.
I’m already having trouble understanding this parts “UI elements are by default anchored to the center of the parent rectangle”. Which parent rectangle?.
“If the resolution is changed to a landscape aspect ratio with this setup, the buttons may not even be inside the rectangle of the screen anymore.”, What does it mean to change to a “landscape aspect ratio”, what is that?.
Like I said, I already went through many youtube videos, but they didn’t work. If you could point me to a UI tutorial (or documentation) that starts from my level (novice) and then it gets deeper so I can learn from scratch. I would really appreciate it.
If you can’t do that one simple thing, you won’t get a complicated book UI going, so set yourself up for lots of small early wins and build steadily upon them.
This is how software engineering works.
Tutorials and example code are great, but keep this in mind to maximize your success and minimize your frustration:
How to do tutorials properly, two (2) simple steps to success:
Step 1. Follow the tutorial and do every single step of the tutorial 100% precisely the way it is shown. Even the slightest deviation (even a single character!) generally ends in disaster. That’s how software engineering works. Every step must be taken, every single letter must be spelled, capitalized, punctuated and spaced (or not spaced) properly, literally NOTHING can be omitted or skipped. Fortunately this is the easiest part to get right: Be a robot. Don’t make any mistakes. BE PERFECT IN EVERYTHING YOU DO HERE!!
If you get any errors, learn how to read the error code and fix your error. Google is your friend here. Do NOT continue until you fix your error. Your error will probably be somewhere near the parenthesis numbers (line and character position) in the file. It is almost CERTAINLY your typo causing the error, so look again and fix it.
Step 2. Go back and work through every part of the tutorial again, and this time explain it to your doggie. See how I am doing that in my avatar picture? If you have no dog, explain it to your house plant. If you are unable to explain any part of it, STOP. DO NOT PROCEED. Now go learn how that part works. Read the documentation on the functions involved. Go back to the tutorial and try to figure out WHY they did that. This is the part that takes a LOT of time when you are new. It might take days or weeks to work through a single 5-minute tutorial. Stick with it. You will learn.
Step 2 is the part everybody seems to miss. Without Step 2 you are simply a code-typing monkey and outside of the specific tutorial you did, you will be completely lost. If you want to learn, you MUST do Step 2.
Of course, all this presupposes no errors in the tutorial. For certain tutorial makers (like Unity, Brackeys, Imphenzia, Sebastian Lague) this is usually the case. For some other less-well-known content creators, this is less true. Read the comments on the video: did anyone have issues like you did? If there’s an error, you will NEVER be the first guy to find it.
Beyond that, Step 3, 4, 5 and 6 become easy because you already understand!
Finally, when you have errors, don’t post here… just go fix your errors! Here’s how:
Remember: NOBODY here memorizes error codes. That’s not a thing. The error code is absolutely the least useful part of the error. It serves no purpose at all. Forget the error code. Put it out of your mind.
The complete error message contains everything you need to know to fix the error yourself.
The important parts of the error message are:
the description of the error itself (google this; you are NEVER the first one!)
the file it occurred in (critical!)
the line number and character position (the two numbers in parentheses)
also possibly useful is the stack trace (all the lines of text in the lower console window)
Always start with the FIRST error in the console window, as sometimes that error causes or compounds some or all of the subsequent errors. Often the error will be immediately prior to the indicated line, so make sure to check there as well.
Look in the documentation. Every API you attempt to use is probably documented somewhere. Are you using it correctly? Are you spelling it correctly? Are you structuring the syntax correctly? Look for examples!
All of that information is in the actual error message and you must pay attention to it. Learn how to identify it instantly so you don’t have to stop your progress and fiddle around with the forum.
you can go through the UI manual and read the pages. they aren’t long. I highlighted the most essential ones. Note that they aren’t enough to give you expertise, you’ll have to research online and try different stuff.
No, they did not. They were either lacking steps (bad tutorials) or lacking the specific thing that I’m trying to do (no the type of tutorial I needed). Which is positioning a button (any element really) in a specific part of the screen, and then executing the game and resizing the screen to check if it moves (because I don’t want it to move. If the resolution decreses/increases it will obviously resize, but it’s also moving besides resizing).
Sounds like perhaps the best next steps for you would be to work through the official docs links that Vene posted above. Or as I suggested, repeating the DPAD / A+B results.
Otherwise, good luck.
The purpose of this forum is to assist people who are ready to learn by doing, and who are unafraid to get their hands dirty learning how to code, particularly in the context of Unity3D.
This assumes you have at least written and studied some code and have run into some kind of issue.
If you haven’t even started yet, go check out some Youtube videos for whatever game design you have in mind. There are already many examples of the individual parts and concepts involved, as there is nothing truly new under the sun.
If you just want someone to do it for you, you need go to one of these places:
Since my images from the beggining of my post show that I already configured not only the canvas but also the anchors and pivot of my button, and is still not working, (this goes to show that I not only read about it but I also did try with many tutorials, and that I’m actually stuck).
I’m just, based on this evidence, going to assume that you have zero interest in helping whatsoever.
I have simply exhausted every possible resource I have on the topic and have persisted in saying they all don’t work.
And yet people the world over use Unity UI to make multi-resolution multi-aspect ratio game UIs.
Just while we’re typing this, over 100 more brand-new games have come out, and I bet the vast majority of them function perfectly in any aspect ratio, and those that don’t will soon be fixed.
Again, I wish you the best with this strategy of yours.
That is simply not true. For example, if I had the level of understanding on the matter that you seem to have, I would have just created a little project with 1 canvas and 1 button inside of it, configuring it to work properly with multiple resolutions, and I would have shared that. (I have done this with the technologies I use in my work, one of them is UiPath)
Then and only then, by process of elimination and comparison of the techniques used, I would have understood what the difference between my project and yours would be. Because currently, (to my eyes) my project is following every single step required for multiple-resolution to work, and is not working. So I’m stuck.