I am doing a sliding animation over a gui texture, but for testing purpose as i display it’s pixelInset’s x value (i m sliding horizontally in and out), it’s giving different results everytime !!
say i m starting animation0 from x=910 to x=400 (pixelInset’s x value)
and another say animation1 from x=400 to x=910 (pixelInset’s x value)
but as i display this x in a label i get values with plus/minus 5 pixels !!
e.g. 403.1234, 404.1423
909.2443, 906.3423
this is on mac, but on ipad this is varying in a myriad way
How come animation with fixed starting and ending points takes this variation??
screen resoloution changes between the platforms.
simplest way to explain this is like this.
say you have a screen that’s 1000 pixels across and you tell the gui to appear at 500 dead centre.
then you switch to an iphone 3g with a width of 480, 500 would be off the screen.
Thanks calisk, but the build is for ios (which i have set in build settings) and i’ve already set the game window’s resolution to ipad-wide (1024 x 768) and as mentioned, ipad tells a different story.
So I am using pixelInset property where it’s x component’s values used by me fall in the range (0,1024) both on pc as well as ipad.