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I modified the default PowerUI Manager to accept a design resolution, so you can design for one resolution that better fits all.
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using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
using PowerUI; | |
/// <summary> | |
/// This is the default PowerUIManager with a much needed design resolution. | |
/// </summary> | |
public class GUIManager : MonoBehaviour { | |
/// <summary>A File containing the html/css/nitro of your UI.</summary> | |
public TextAsset HtmlFile; | |
/// We like 200,600 though! | |
public Vector2 DesignResolution = new Vector2 (800, 480); | |
// OnEnable is called when the game starts, or when the manager script component is enabled. | |
void OnEnable () { | |
int DPI = Mathf.RoundToInt (Screen.dpi); | |
int X = Mathf.RoundToInt (DesignResolution.x); | |
int Y = Mathf.RoundToInt (DesignResolution.y); | |
// Optional. This allows PowerUI to easily work with screens of varying resolution. | |
UI.Resolution=new ResolutionInfo(new DesignSize(X,Y,DPI)); | |
// Load the UI from the above HtmlFile. Note that UI's don't have to be loaded like this! You | |
// can also just set a string of text if needed. | |
if(HtmlFile==null){ | |
Debug.Log("Please provide a HTML file for your UI."); | |
}else{ | |
// Write the html: | |
UI.Html=HtmlFile.text; | |
} | |
} | |
// OnDisable is called when the manager script component is disabled. You don't need this. | |
void OnDisable () { | |
UI.Destroy(); | |
} | |
} |
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