{Unity} Unity2D camera size和分辨率

2d camera, unit坐标,单位换算

2d游戏可以使用平行投影的camera,这种camera需要设置size (orthographicSize),size的含义为屏幕高度的一半,不过单位不是像素而是unit坐标,即通过pixels to units换算的坐标。例如:屏幕高度为640,pixels to units为100的情况下,orthographic size为640/2/100 = 3.2
unit坐标我理解就是一个统一化的坐标,不用担心他的实际含义,只是提供一个统一的坐标给游戏各个组成部分使用。相应的sprite的尺寸也可通过pixels to units换算成unit 坐标,并且每个sprite都可以单独设置,这等于给资源多加了一个调整的参数。
设置camrea的size实际上控制了显示区域的大小,size越大,能看到的世界越大,当然世界里面的sprite会相应缩小,因为实际的屏幕就那么大。当然由于移动设备的屏幕尺寸多样,如何设置这个size就是多分辨率适配的策略了,比如设定size为某个值不变,这相当于fix height模式,由于不同屏幕宽高比不同,这会导致显示的宽度不一样,这就需要根据宽度调整显示的内容了(不过适配问题基本都是UI问题,而Unity的GUI自带了自适应的策略所以基本不是问题了,当然仍然要考虑非GUI部分的适应,比如不能让原计划一屏内显示的游戏关卡出屏被切)。再如设定一个固定的设计分辨率的宽度,然后通过宽高比来计算出camera size,这就属于fix width模式,这比较适合竖屏游戏。

用于计算camera的unit单位尺寸的代码:
var camera = camera_obj.GetComponent ();
float orthographicSize = camera.orthographicSize;
float aspectRatio = Screen.width * 1.0f / Screen.height;

    float cameraHeight = orthographicSize * 2;
    float cameraWidth = cameraHeight * aspectRatio;
    Debug.Log ("camera size in unit=" + cameraWidth + "," + cameraHeight);

获取sprite unit单位尺寸的代码:
Vector2 spriteSize = sprite_obj.GetComponent ().sprite.bounds.size;

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Unity可以通过Android的Camera2 API来访问USB摄像头。 首先,在Unity中创建一个Android插件,该插件将使用Android的Camera2 API来访问USB摄像头。然后,在Unity中调用该插件以获取从USB摄像头获取的视频数据。 以下是一个简单的Unity Android插件示例,可以用于访问USB摄像头: ```java public class USBCameraPlugin { private static CameraDevice camera; private static CaptureRequest.Builder previewBuilder; private static SurfaceTexture surfaceTexture; private static Surface previewSurface; private static HandlerThread handlerThread; private static Handler handler; private static Semaphore cameraOpenCloseLock = new Semaphore(1); public static void startCamera(int textureId) { // Open the camera CameraManager manager = (CameraManager) UnityPlayer.currentActivity.getSystemService(Context.CAMERA_SERVICE); String[] cameraIds = null; try { cameraIds = manager.getCameraIdList(); } catch (CameraAccessException e) { e.printStackTrace(); } if (cameraIds == null || cameraIds.length == 0) { return; } String cameraId = cameraIds[0]; try { if (!cameraOpenCloseLock.tryAcquire(2500, TimeUnit.MILLISECONDS)) { throw new RuntimeException("Time out waiting to lock camera opening."); } manager.openCamera(cameraId, new CameraDevice.StateCallback() { @Override public void onOpened(@NonNull CameraDevice cameraDevice) { cameraOpenCloseLock.release(); camera = cameraDevice; startPreview(textureId); } @Override public void onDisconnected(@NonNull CameraDevice cameraDevice) { cameraOpenCloseLock.release(); cameraDevice.close(); camera = null; } @Override public void onError(@NonNull CameraDevice cameraDevice, int error) { cameraOpenCloseLock.release(); cameraDevice.close(); camera = null; } }, handler); } catch (InterruptedException e) { throw new RuntimeException("Interrupted while trying to lock camera opening.", e); } catch (CameraAccessException e) { e.printStackTrace(); } } public static void stopCamera() { if (camera != null) { camera.close(); camera = null; } } private static void startPreview(int textureId) { if (camera == null) { return; } try { // Create a surface texture to receive camera data surfaceTexture = new SurfaceTexture(textureId); surfaceTexture.setDefaultBufferSize(1920, 1080); previewSurface = new Surface(surfaceTexture); // Build the preview request previewBuilder = camera.createCaptureRequest(CameraDevice.TEMPLATE_PREVIEW); previewBuilder.addTarget(previewSurface); // Create a handler thread to handle camera events handlerThread = new HandlerThread("CameraBackground"); handlerThread.start(); handler = new Handler(handlerThread.getLooper()); // Start the preview camera.createCaptureSession(Arrays.asList(previewSurface), new CameraCaptureSession.StateCallback() { @Override public void onConfigured(@NonNull CameraCaptureSession cameraCaptureSession) { try { cameraCaptureSession.setRepeatingRequest(previewBuilder.build(), null, handler); } catch (CameraAccessException e) { e.printStackTrace(); } } @Override public void onConfigureFailed(@NonNull CameraCaptureSession cameraCaptureSession) { stopCamera(); } }, handler); } catch (CameraAccessException e) { e.printStackTrace(); } } } ``` 然后,在Unity中调用该插件以访问USB摄像头。以下是一个简单的C#脚本示例,可以用于在Unity中调用Android插件并从USB摄像头获取视频数据: ```csharp public class USBCamera : MonoBehaviour { private AndroidJavaObject plugin; private Texture2D texture; private byte[] data; private int width = 1920; private int height = 1080; void Start () { // Create the Android plugin object plugin = new AndroidJavaObject("com.example.usbcamera.USBCameraPlugin"); // Set the texture to display camera data texture = new Texture2D(width, height, TextureFormat.RGBA32, false); GetComponent<Renderer>().material.mainTexture = texture; // Call the Android plugin to start the camera plugin.Call("startCamera", texture.GetNativeTexturePtr().ToInt32()); } void OnDestroy() { // Call the Android plugin to stop the camera plugin.Call("stopCamera"); } void Update () { // Update the texture with the latest camera data if (data == null) { data = new byte[width * height * 4]; } texture.LoadRawTextureData(data); texture.Apply(); } private void OnApplicationQuit() { // Call the Android plugin to stop the camera plugin.Call("stopCamera"); } } ``` 这样,你就可以在Unity中通过Android插件访问USB摄像头并获取视频数据。

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