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Curso Unity - Vídeo 2 - Canvas - Contenido educativo

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Subido el 3 de diciembre de 2024 por Mario S.

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well in this video we are going to see the theme of the camps then here I was telling you we are going to insert a canvas 00:00:01
I go to hui and in hui I select canvas 00:00:14
I select canvas I introduce a canvas ok and I have the canvas and it will add the canvas and the 00:00:40
you have to remember that it is to control the possible events that can happen within the objects that we are going to put in the canvas of the objects or of the games 00:00:50
object, that is, if we put a button, the one that is going to control that we click and it works for us or 00:01:03
that we go through the typical of the juggernaut when we go over and all those types of events 00:01:13
are going to control this and not that it is called it exists and you have to have it always you can have 00:01:19
several chambers but you are only going to have an event system with the event system 00:01:26
we are not going to touch it you have here a series of properties but I am not going to touch it when 00:01:34
working with vr or augmented reality well there I do modify it ok but right now not right now 00:01:41
what interests us is the game object of the canvas type and here what I was telling you the other day is 00:01:52
that when we select the game object and we see the inspector window, well, we already see that it has 00:01:58
its different components, it is worth remembering that all the games have the transfer, they can be 00:02:07
rotated, they can be scaled, they can be modified, they will all have that, even the empty, which is the 00:02:13
only component that they are going to have is worth the transfer of transfer when it is that we can change 00:02:19
the pivot we can change more information ok we have the canvas and in the canvas component 00:02:25
the first thing I found was the render mode then here we have three different options 00:02:34
the overlay and the camera and the workspace the overlay and the camera right now for us they are the same 00:02:41
although they are not the overlaid hits the canvas does not leave space between what would be the camera 00:02:46
is worth the gain of the camera and that canvas so it will always be visible and everything we load 00:02:55
in our scene will always be behind that canvas if you see it as layers the canvas 00:03:03
siempre va a estar arriba del todo el camera sin embargo lo que nos va a dejar es asociar 00:03:11
bueno primero asociamos una cámara vale la que estemos utilizando al final los cambios 00:03:19
los podemos utilizar para diferentes cámaras que nosotros hasta ahora sólo estamos usando 00:03:26
una vale aquí me permite el meter una distancia vale eso significa que puede haber objetos que 00:03:30
are between the canvas and the camera, that is, that it passes in front when in the overlaid they could only 00:03:40
pass from behind, that allows me to give a certain depth to those canvas, then we 00:03:46
here by default we are going to always use the overlaid and then the workspace the one that is 00:03:53
associated with the 3d space that is for when we are making some kind of good game because it 00:04:00
shows information that shows information to the user 00:04:06
because when it approaches a certain point of a scene when you are going to take some coin 00:04:11
when an event happens some trigger when some trigger jumps some collider some 00:04:17
thing of these then we can generate chambers that are at a certain point ok then 00:04:23
that we will do when you see with gonzalo the mechanical part of the game is worth then here I am going to leave 00:04:31
to the over line and with this for now it is enough for me the following was in the component in the canvas 00:04:41
is that it is how I want that canvas to be scaled with respect to the resolution of the screen 00:04:50
So by default it is always in a constant size. 00:04:59
I always put it here with scaling it with the size of the screen and that is because in the end we are doing the multi-platform degree. 00:05:04
This means that you can make the same application for several platforms. 00:05:15
I mean for a laptop, for a PC, for the mobile, for ... 00:05:21
ok then with the scale with screen site there we can playing with the anchor points and reorganizing 00:05:25
our application ok then when I tell you the scale with screen site what 00:05:39
is going to tell me is what resolution I want to work by default ok then this 00:05:45
you could leave it without modifying the resolution I do not advise it because in the end you are going to see it 00:05:55
well in your editor of unity but then when you give it to play you will not see it as well 00:06:05
ok then well I only put the resolution that the laptop has and in principle with what 00:06:11
the canvas issue I do not make any more modifications although yes to gain quality issues 00:06:20
to optimize there are more options ok but we will see them ok then 00:06:26
the canvas is the canvas where I am going to draw all the green objects 00:06:36
of the part of the user interface, okay, then, well, this is the canvas, I leave this video here so that it is not too long. 00:06:41
Idioma/s:
es
Idioma/s subtítulos:
en
Materias:
Programación
Niveles educativos:
▼ Mostrar / ocultar niveles
  • Formación Profesional
    • Ciclo formativo de grado básico
      • Primer Curso
      • Segundo Curso
    • Ciclo formativo de grado medio
      • Primer Curso
      • Segundo Curso
    • Ciclo formativo de grado superior
      • Primer Curso
      • Segundo Curso
Autor/es:
Mario S.
Subido por:
Mario S.
Licencia:
Dominio público
Visualizaciones:
16
Fecha:
3 de diciembre de 2024 - 11:11
Visibilidad:
Público
Centro:
IES VILLABLANCA
Duración:
00′ 11″
Relación de aspecto:
1.78:1
Resolución:
1920x1080 píxeles
Tamaño:
17.33 MBytes

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