Best method for a static graphic background?

My project has a number of screens with pretty boring text panels and I’d like to do something a bit more interestng than having a solid color background. If I use a GUItexture it won’t scale to the different possible screen resolutions. If I use a skybox, it will scale correctly, but the background will be too pixelated. I’m tempted to try and create an animated 3D background, ala “ShiftControl”, but I’m hoping there’s an easier/better way… Any ideas?

If you use a GUItexture with a scale of 1, it will scale to any resolution. (Also make the pixel inset numbers all be 0.) That’s the easiest way, but it will stretch to fit 16:10, 4:3, etc., which maybe is what you want. A couple of times I’ve used a texture on a simple plane, and have the plane positioned so it fills the view in 16:9 mode. That way less widescreen resolutions have the sides cut off instead of having the texture stretch. Although you could get the same effect using GUItextures with a bit of code that adjusts the x scale depending on the aspect ratio.

–Eric

Thanks Eric :slight_smile:

The most versatile approach is to have a 2nd camera for GUI – This way you can do anything you wish. I set my camera to orthographic and have a full screen plane with a texture. Objects can animate and slide in and off screen.

Unity 2.0 is much better at handling gO’s distances to the camera now - so you can layer 3d objects and animate them for you GUI.

And since it’s a camera your gui will scale with the resolutions.

Cheers,