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A script to let the camera resize to a given Aspect Ratio
using UnityEngine;
using System.Collections;
namespace StandardAssets {
/// <summary>
/// Set the view rect of the Camera to the given Aspect Ratio
/// </summary>
[ExecuteInEditMode]
public class CameraSize : MonoBehaviour {
Camera cam;
/// <summary>
/// set the desired aspect ratio. (16:9 = 1.777778)
/// </summary>
public float targetAspect;
/// <summary>
/// The final view rectangle
/// </summary>
public static Rect rect;
/// <summary>
/// Are the boxes on top(true) or on the side(false)
/// </summary>
public static bool letterbox;
void Start() {
// determine the game window's current aspect ratio
float windowaspect = (float)Screen.width / (float)Screen.height;
// current viewport height should be scaled by this amount
float scaleheight = windowaspect / targetAspect;
// obtain camera component so we can modify its viewport
Camera camera = GetComponent<Camera>();
// if scaled height is less than current height, add letterbox
if (scaleheight < 1.0f) {
letterbox = true;
rect = camera.rect;
rect.width = 1.0f;
rect.height = scaleheight;
rect.x = 0;
rect.y = (1.0f - scaleheight) / 2.0f;
camera.rect = rect;
} else // add pillarbox
{
letterbox = false;
float scalewidth = 1.0f / scaleheight;
Rect rect = camera.rect;
rect.width = scalewidth;
rect.height = 1.0f;
rect.x = (1.0f - scalewidth) / 2.0f;
rect.y = 0;
camera.rect = rect;
}
}
// Update is called once per frame
void Update() {
Start();
}
public static partial class Maths {
public static float PixelToRect(float y) {
return (Screen.height - y);
}
}
Color oldColor = Color.black;
public Color borderColor;
public Texture2D _border;
public Texture border {
get {
if (_border == null || borderColor != oldColor) {
_border = new Texture2D(1, 1, TextureFormat.RGB24, false);
_border.SetPixel(1, 1, (Color)borderColor);
_border.Apply();
oldColor = borderColor;
}
return _border;
}
}
void OnGUI() {
//Ensure were on the top
GUI.depth = 10;
if (!CameraSize.letterbox) {
GUI.DrawTexture(new Rect(0, 0, Camera.main.pixelRect.x, GetComponent<Camera>().pixelRect.height), border);
GUI.DrawTexture(new Rect(Camera.main.pixelRect.width + Camera.main.pixelRect.x, 0, Camera.main.pixelRect.width, GetComponent<Camera>().pixelRect.height), border);
} else {
GUI.DrawTexture(new Rect(0, 0, Camera.main.pixelRect.width, Camera.main.pixelRect.y), border);
GUI.DrawTexture(new Rect(0, Maths.PixelToRect(Camera.main.pixelRect.y), Camera.main.pixelRect.width, Camera.main.pixelRect.y), border);
}
}
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// Sets the size of a canvas to the size of the camera
///
/// This class needs to be in a canvas, which is a child of the main Canvas
///
/// This class is optional
/// </summary>
[ExecuteInEditMode]
public class CanvasResize : MonoBehaviour {
void Update() {
//Get the camera reference
var main = Camera.main;
//Get the main Canvas scale if you want to use the Canvas Scaler
float yScale = transform.GetComponentInParent<RectTransform>().lossyScale.y;
float xScale = transform.GetComponentInParent<RectTransform>().lossyScale.x;
//Get the left/right/top/bottom values for the offset
float left = main.rect.x * Screen.width;
float right = -left;
float bottom = main.rect.y * Screen.height;
float top = -bottom;
//Set the offset of the Canvas
((RectTransform)transform).offsetMin = new Vector2(left / xScale, bottom / yScale);
((RectTransform)transform).offsetMax = new Vector2(right / xScale, top / yScale);
}
}
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