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UI scale with screen resolution


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I think what the OP wanted was a setting where you don't pick a fixed pixel size in the setting but pick a relative size - relative to the screen. So instead of, say " small" being defined as such-and-such a number of pixels it's instead defined as being X percent of the height of the screen or something like that.

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I think what the OP wanted was a setting where you don't pick a fixed pixel size in the setting but pick a relative size - relative to the screen. So instead of, say " small" being defined as such-and-such a number of pixels it's instead defined as being X percent of the height of the screen or something like that.

yes exactly, an automatic ajustment of UI with the screen resolution.

after if you want a tiny or hudge UI, you should be able to have it also.

For exemple you have a specific UI size relative to the screen, and keep this UI size ratio automatically if you change the screen resolution

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I think it would be really comfortable if you could zoom in/out of individual UI parts using mouse wheel just like you zoom in/out the map view. Because I don't always need a huge navball, but sometimes it would be really handy.

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That would actually be really cool. They might need to re-work how the navball image(?)s are stored and so forth, since you'd probably want a vector-format image set for that to work smoothly.

Unity has no native support for vector images. You can convert on the fly, but it's pretty slow.

For the navball, it would be more efficient to use a 3D model, possibly re-using the IVA navballs. Along a similar line of thought, the Raster Prop Monitor display has good support for scalable text in a 3D view. Many potential ways to solve the issue. :)

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Best way fr making scalable UI is using vector based graphics for it. This means that you don't have UI built from existing pictures but you actually build it from bunch of triangles and quads and then texture them with existing textures quite similar of how 3D objects are rendered but you can still keep it in 2D.

Another approach would be to draw UI in high res to some bufered image and then render that image scaled to desired size. And to lower the overhould of such system you would be updating this buffered image only when necesarry.

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