Ratio d'aspect unité
[SerializeField] bool portrait;
// Start is called before the first frame update
void Start()
{
float windowaspect;
// set the desired aspect ratio (the values in this example are
// hard-coded for 16:9, but you could make them into public
// variables instead so you can set them at design time)
float targetaspect = 16.0f / 9.0f;
// determine the game window's current aspect ratio
if (portrait)
{
windowaspect = (float)Screen.height / (float)Screen.width;
}
else
{
windowaspect = (float)Screen.width / (float)Screen.height;
}
// current viewport height should be scaled by this amount
float scaleheight = windowaspect / targetaspect;
// obtain camera component so we can modify its viewport
Camera camera = GetComponent<Camera>();
// if scaled height is less than current height, add letterbox
if (scaleheight < 1.0f)
{
Rect rect = camera.rect;
rect.width = 1.0f;
rect.height = scaleheight;
rect.x = 0;
rect.y = (1.0f - scaleheight) / 2.0f;
camera.rect = rect;
}
else // add pillarbox
{
float scalewidth = 1.0f / scaleheight;
Rect rect = camera.rect;
rect.width = scalewidth;
rect.height = 1.0f;
rect.x = (1.0f - scalewidth) / 2.0f;
rect.y = 0;
camera.rect = rect;
}
}
Muddy Manatee