I’m adjusting GUI for a finished app for Android, and the previous developer used Unity’s GUI. I’m adjusting the ratio’s for position and scale; however, the relations are not the same on the build as what I assign in the inspector. Does Unity Android have an extremely bugged out version of the GUI? (Using GUITexture). I’m just wondering if anyone else has used this and gotten correct proportional placement by setting the position and pixel inset.
I really don’t want to re-do the system.
Using Unity’s GUITexture:
The problem with this specific texture is that it is pushed off screen when deployed to android.
From what I can tell, basic placement with GUITexture doesn’t keep its relative position when building to Android. I don’t know if this is a bug or what, but the best solution I can find is to place GUI elements through code and position them with ratio’s based off of the screen height and width.
So if anyone else has this problem, then yes:
- You are going to need to re-do the system using code.
Taking a guess at your question…
The default GUI Skin may be setting some unexpected offset and size differences. Workaround: create a new gui skin, set all the borders, etc to 0.
Some things are in screen resolution coordinates and other things are reduced to a 0 to 1, where 0 is either the leftmost or topmost, and 1 the respective extreme