Problem with resolution independent game interface

Hi all,

I'm using the following code to create a wayfinder in my game interface that rotates to indicate the direction of the next objective. Works perfectly.

// texture for the wayfinder
var compTexture: Texture2D = null;
// positioning inset from top and right edges of the screen
var compInsetX : int = 150;
var compInsetY : int = 100;
// in-world point (empty GO) to allow us to calculate heading
var pointer;
// the location of the current objective
var wp;
// player character GO
var PC : GameObject;

// angle to the current objective, matrix to hold the GUI object, 
// pivot point of the wayfinder
// and rectangle co-ordinates to draw on screen
private var heading ;
private var matrixBackup:Matrix4x4;
private var compPos:Vector2 ;
private var compRect:Rect;

function Start(){
//  PC = GameObject.Find("wp_pch_01");
    pointer = GameObject.Find("objective_pointer");
    wp = GameObject.Find("objective1");
}

function Update () {

    // point the empty GO at the position current objective
    pointer.transform.LookAt(wp.transform.position);

    // store a reference to the heading calculated by subtracting the rotation 
    // angle of the player
    // from that of the pointer
    heading = (pointer.transform.eulerAngles.y) - (PC.transform.eulerAngles.y);

} 

function OnGUI () {
    // This function handles drawing the GUI object on screen

    // store the width of the wayfinder texture and height
    var compassWidth : int = compTexture.width;
    var compassHeight : int = compTexture.height;

    // get the position of texture on screen by subtracting the X inset value 
    // from the left edge of the screen and subtracting half the texture width
    // from this
    var ScreenX : int = ((Screen.width - compInsetX) - (compassWidth * 0.5));

    var ScreenY : int = compInsetY;
    // a matrix to contain the GUI object to be rotated
    var matrixBackup:Matrix4x4 = GUI.matrix;
    // the pivot point of the graphic
    var compPos:Vector2 = Vector2(ScreenX+(compassWidth*0.5),
    ScreenY+(compassHeight*0.5));
    // rotate the graphic around its pivot and towards the heading
    GUIUtility.RotateAroundPivot(heading, compPos);
    // rectangle co-ordinates to draw on screen
    var compRect:Rect = Rect(ScreenX,ScreenY,compassWidth,compassHeight);
    // draw the wayfinder texture in the rectangle defined
    GUI.DrawTexture(compRect, compTexture);
    // end of the matrix
    GUI.matrix = matrixBackup; 

}

I'm now trying to implement to resolution independence code from the 3D Platformer tutorial so that the game interface will rescale for different resolutions. The graphics are designed for a 1024 x 768 resolution and adding the lines

GUI.matrix = Matrix4x4.TRS (Vector3(0, 0, 0), Quaternion.identity, Vector3(Screen.height / nativeVerticalResolution, Screen.height / nativeVerticalResolution, 1));

var scaledResolutionWidth = nativeVerticalResolution / Screen.height * Screen.width;

where nativeVerticalResolution is set to 1024, and scaledResolutionWidth replaces Screen.width in my previous code, successfully rescales the other graphic in the interface, a health indicator (in a different script).

However, with the wayfinder, it's pivot point is wrong and I get a null reference exception error, regardless of which resolution I pick in the Game window. Actually, I get the same error when changing resolutions without the resolution independence code.

I found a post on the forums regarding problems with the mouse position where the answer was that the mouse's co-ordinates didn't match those of the new screen resolution, and the following lines were provided as a solution. Is this appropriate in my case?

var transMouse = GUI.matrix.inverse.MultiplyPoint3x4(Vector3(ix, Screen.height - iy, 1)); 

   GUI.Button(Rect(transMouse.x, transMouse.y, 32, 32), ""); 

I'm wondering if part of your problem is that you are scaling your gui in both X and Y by Screen.height / nativeVerticalResolution. Also you seem to have Vertical and horizontal resolution switched.

Why don't you try something like:

 var oldMatrix : Matrix4x4;
var tMatrix : Matrix4x4;
var width : int =1024; 
var height : int =768; 

oldMatrix = GUI.matrix;
tMatrix = Matrix4x4.TRS(Vector3.zero, Quaternion.identity, Vector(1.0*Screen.width/width, 1.0*Screen.height/height, 1.0)); 
GUI.matrix = tMatrix; 

I have used this succesfully for (part of) my GUI. This way you are scaling both X and Y by appropriate proportions. I think in this case you would not use your scaledResolutionWidth.