PokemonUnity
PokemonUnity copied to clipboard
Sprites are not properly being scaled down by canvas UIs
Describe the bug The sprites included in start.unity's CanvasUI GameObject are not being scaled to the correct resolution when the framework is in a resolution of 342x192 (default resolution). Instead, they appear choppy and not using the full resolution.
To Reproduce Steps to reproduce the behavior:
- Go to start.unity
- Expand CanvasUI
- Enable a UI
- Set resolution in-game to 342x192
- See results
Expected behavior Sprites should appear clean and appear the same across multiple resolutions using 342x192 as a baseline for testing.
Solution Change the Canvas Scaler component in CanvasUI to have 342x192 as its reference resolution, as well as 16 reference pixels per unit. This should also allow previous canvas UI designs to retain compatibility.
Screenshots
342x192:
1149x647:
Desktop (please complete the following information):
- OS: Windows 10 Home
- Browser: Opera
- Version: beta
Additional context The 342x192 resolution is a widescreen aspect ratio version of the NDS's display resolution. It is used in the master branch a lot when in the UIs or in-game. Its purpose is to have the resolution closely match the HeartGold/SoulSilver games while still fitting in a modern aspect ratio.
Never noticed i was tagged in this... but i think the issue here is that the resolution is because it's being reduced, and the sprite scaling settings probably need to be reconfigured from bilinear (or whatever setting it's currently at) to something more like a flat bitmap. Not sure if the issue still persist or if it's already been addressed... honestly havent been following until i just reviewed what was still pending in issue list.