Android: How do you position GUITexture and GUIText according to different screen sizes (JS)?

Hello Everyone!

I am about to finish to first android game, and one of my remaining tasks is to position every GUITexture and GUIText according to the screen size (Portrait 2:3 in my case). I have several of these elements positioned in varies different spots around the screen such as in the top-left corner I have a timer, on the bottom-left and bottom-right corner I have two arrows.

Everything looked good when I was testing out the game through the Unity Remote app, however when I built it and installed it in my Tablet I noticed several of the GUITextures and GUIText had shrunken and moved, but my sprites remained in their original size.

I did some research and I do know that in order to position something at the centre of the screen, it is necessary get the Screen.Height and Screen.Width then divide each by 2. I played around with this theory hoping to solve my problem, but I am having difficulties on understanding it. As for the maintaining scale, I have tried the transform.localScale =, but unfortunately it is not working for me.

So my question is this, would anyone be kindly enough to explain me how do you position GUITexture and GUIText according to different screen sizes, and how do you maintain their original scale?

Thanks in advance!

For different resolutions of the android (or other screens), it is necessary to scale your GUITextures and GUIText. I will write a small explaining script (I write on Java as this language figures in your tags; there can be small mismatch as I for me the main am CSharp):

 //define here the original resolution 
 var origW: float = 320;
 var origH: float = 640;

 function Start() {
  var scaleX: float = Screen.width / origW; //your scale x
  var scaleY: float = Screen.height / origH; //your scale y
  //Find all GUIText object on your scene
  var texts: GUIText[] =  FindObjectsOfType(GUIText) as GUIText[]; 
  for(var myText: GUIText in texts) { //find your element of text
   var pixOff: Vector2 = myText.pixelOffset; //your pixel offset on screen
   var origSizeText: int = myText.fontSize;
   myText.pixelOffset = new Vector2(pixOff.x*scaleX, pixOff.y*scaleY); //new position
   myText.fontSize = origSizeText * scaleX; //new size font
  //Find all GUITexture on your scene
  var textures: GUITexture[] =  FindObjectsOfType(GUITexture) as GUITexture[];
  for(var myTexture: GUITexture in textures) { //find your element of texture
   var pixIns: Rect = myTexture.pixelInset; //your dimention of texture
   //Change size pixIns for our screen
   pixIns.x = pixIns.x * scaleX;
   pixIns.y = pixIns.y * scaley;
   pixIns.width = pixIns.width * scaleX;
   pixIns.height = pixIns.height * scaleY;
   //Sets new rectangle for our texture
   myTexture.pixelInset = pixIns;

That’s all. Attach this script to any object, for example, main camera. I hope it to you will help.

Use transform and scale 0 → 1

Works at any res.

Z component of transform controls depth; ie what appears on top or behind

x=0.5, y=0.5 is centre