How do I scale an image in unity?

How do I scale an image in unity?

Scaling / Resizing an Image (Texture2D)

  1. private var BoxWidth = 350;
  2. private var BoxHeight = 400;
  3. var image_1 : Texture2D;
  4. private var maxImageWidth = BoxWidth-50;
  5. private var ImageRatio;
  6. private var NewImageWidth_1 = image_1. width;
  7. private var NewImageHeight_1 = image_1. height;
  8. if(image_1. width > maxImageWidth){

How do I change the height and width of an image in unity?

4 Replies

  1. public float width;
  2. GameObject theBar = GameObject. Find (“Canvas/loadBar”);
  3. var theBarRectTransform = theBar. transform as RectTransform;
  4. theBarRectTransform. sizeDelta = new Vector2 (width, theBarRectTransform. sizeDelta. y);
  5. }

How do you Unstretch materials in unity?

Go to the object with the texture you want to unstretch. Click on the material or texture….Here’s how to do it:

  1. Select the Material in the “project” tab.
  2. Get into the inspector and go to “Secondary Maps”.
  3. import your texture asset (if you haven’t allready) and drag it in to “Detail Albedo”.

Why does UI not scale to screen size?

When you tick ‘preserve aspect ratio’ in UI 4.6+, if the image doesn’t fit the rectTransform exactly it creates transparent space around the outside of the image in the rectTransform. So you can’t use the rectTransform to fill the image exactly to the screen size (with overlap on either width or height, like in my image at the top).

What do you mean by scaling image to screen size?

Basically I want the image to stretch, but maintain aspect ratio, to the size of the screen. On whichever camera axis is larger, compared to the images aspect ratio.

What happens when you slice a sprite in Unity?

In Sliced mode, the corners stay the same size, the top and bottom of the Sprite stretch horizontally, the sides of the Sprite stretch vertically, and the centre of the Sprite stretches horizontally and vertically to fit the Sprite’s size.

How can I Make my UI image bigger?

Set it to Screen Space Overlay, for example. Then create a object in your canvas of type UI -> Raw Image. That object is like a “cinema screen” and you can set a camera to redirect its output there, instead of to the main monitor.