I found this after a couple years because i was having a problem with the conversion between world coordinates back to screen coordinate position…
WorldToScreenPoint is slightly off!
When canvas scaler mode is set to: stretch to screen size
The problem is that the canvas screen point is not actually the same screen size as the current resolution… the canvas screen size is more like, the best optimized view screen resolution… under the stretch parameters you can see the variables for Reference Resolution… this is the resolution of the canvas.
A better explanation of CANVAS SCALING is by using my most recent problem…
Quick Description of my problem:
I was using the Canvas to display a sprite ( a healthbar) which floats over all the characters. The problem however, was when i tried to obtain the WorldToScreenPoint it kept giving a result that was slightly off… for example: the healthbar looked a little okay when the character was immediately in front of the camera… but as the character walks to the edge of the camera’s fulstrum, the screens x,y placement becomes more and more incorrect.
Days and days of research and trying different combinations finally showed me that maybe there is a scaling issue which pointed me to look at Canvas / Canvas Scaler / scaling mode: scale with screen
Originally, this worked wonderfully when i had only 1 character and his healthbar stayed stuck to the top of the screen like old classic double dragon games. BUT when i made the decision to have many characters and they all need “floating healthbars”, i didnt come back to re-evaluate whether this option needed to change.
Setting the canvas Scaler to: keep constant pixel size
, fixes the problem and i now have the correct WORLDtoSCREENpoint that i needed! And now the healthbar floats beautifully above the characters…
BUT WAIT, ANOTHER PROBLEM! Now, if the screen resolution is small… the Ui sprite is obsurdly large… and if the screen resolution is high definition then Ui sprite is way too small!
QUESTION: So how do i use the “scale with screen size” mode, but yet also still get back a correct WorldToScreenPoint?
ANSWER: you must take into consideration the overal scaling of the canvas when it is stretched to fit (whatever current resolution that you are using)
INSTEAD OF:
RectTransform myRect = GetComponent<RectTransform>();
Vector2 myPositionOnScreen = Camera.main.WorldToScreenPoint (myOwner);
myRect.anchoredPosition = myPositionOnScreen
YOU CALCULATE THE OVERALL SCALE FACTOR LIKE THIS:
RectTransform myRect = GetComponent<RectTransform>();
Vector2 myPositionOnScreen = Camera.main.WorldToScreenPoint (myOwner);
Canvas copyOfMainCanvas = GameObject.Find ("Canvas").GetComponent <Canvas>();
float scaleFactor = copyOfMainCanvas.scaleFactor
Vector2 finalPosition = new Vector2 (myPositionOnScreen.x / scaleFactor , myPositionOnScreen.y / scaleFactor);
myRect.anchoredPosition = finalPosition;
If this helped anyone please log in to give me a thumbs up…