Comments (11)
I do not know what the dev intended to do here, but this just doesn't work. It's the Cameras Target Texture that causes this problem. There are currently 2 problems occuring when modifying the Target Texture:
- GUI Elements are displaced and way too small on screen
- Sometimes texture edges occur on the floor, leaving weird lines inbetween tiles.
@dev: Going for a "NDS style" seems reasonable, but sadly it's not that easy to get right in Unity. Its not a good idea to pixelate stuff thats normally not pixelated. This style may look good on a low resolution screen like the NDS, but even an NDS Emulator removes the pixel stuff, because we have access to higher resolutions. And the new "Version" looks better than the pixel stuff, especially because that pixel jiggering drives me crazy as hell, and many people feel the same. Personal preference tho.
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To fix that you must create 2 distinct views one for the game and another for the gui and the a third for a general view
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What I mean by view is camera
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Fixing this will probably require a full rework of all the overworld graphics. EDIT I mean the GUI graphics.
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Just create 2 camera with different resolution
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One in 392x194 for the ui and the other a resolution of your choice
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Make a pull request with your changes if you'd like to help.
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I should write something about this, the dev (@IIcolour ) intended the framework to use an NDS resolution (albeit widesceen) as it is attempting to recreate the look of the original HGSS games. This feature is easily disable-able via the Camera rendertexture (Assets/Camera) by setting the resolution to something reasonable for your purposes. In develop, you can enable the debug feature for a higher resolution as a more accessible option.
The UI is not supported by this increase in resolution and you may see occasional errors such as this:
If you're willing to fix this issue for the stock framework itself, keep in mind that you should not change the resolution of the UI. @Eternion does have the right idea in mind and I may consider implementing it into future commits involving master & develop.
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How much of a time investment is this to re-code the entire GUI into a canvas-based approach instead of the legacy GUI code?
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If you've successfully fixed it, it'd be awesome if you could commit those changes.
If you could fix it and commit those changes that would be awesome.
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There's definitely no need for multiple cameras configured at defined resolutions, with canvas (to replace obsolete legacy gui) as a solution. The canvas can scale, and snap, so cropping and stretching concerns become moot points. Which also means that different camera sizes, and view ports no longer need a given preset, since the scaling can confirm to different aspect ratios.
@Eternion is correct, you only need 2 layers. One for canvasUI and the other for regular gameplay. the canvas sits on top of gameplay, and displays on/in the camera.
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