ScreenScaleFactor: (float)referenceWidth / (float)Screen.widthĭynamic Scale: baseFactor * ScreenScaleFactor This is what is currently applied to our particle systems and seems to work nicely: Personally, I had to add an additional script to make the screen-scaling work properly again - the default seemed borked - if you're using physics in your particles, additional adjustments might be required as well. Click to expand.Same - the initial workaround ensures that the game at least runs, and the Overlay canvas change ensures that it does not flicker.Įven if/when the fix is deployed, I'd recommend both workarounds to be applied to your projects until adoption rate of system versions with the fixes is almost guaranteed.Īlso, if anyone else was using particle systems combined with Screen Space - Camera, this will help your transition to Screen Space - Overlay:
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