Burglin' Gnomes: camera confirmed correct, add live UI tuner

orthographicSize is constant at 5.0 across 1920x1080 and 5120x1440 (visible
height 10.0, width 17.8 -> 35.6). The camera is already textbook Hor+ and needs
no patch - the entire ultrawide problem is HUD scaling.

CanvasScaler match=0.453 gave scaleFactor 1.948 (ballooned HUD); match=1 gives
1.333 with logical height exactly 1080 (the design height). Adds a live tuner
with independent match / scaleFactor / referenceResolution knobs to chase the
remaining text overlap.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
2026-07-21 15:51:38 -04:00
co-authored by Claude Opus 4.8
parent 8bbc1cfac8
commit 3525c79dba
+50
View File
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// LIVE UI TUNER — paste into UnityExplorer's C# Console. Edit the knobs, Run, look,
// repeat. Nothing persists; relaunching reverts everything.
//
// IMPORTANT: run this IN-GAME (not the main menu). Different scenes have different
// canvases, and the overlapping text is in the gameplay HUD.
//
// scaleFactor = (screenW/refW)^(1-match) * (screenH/refH)^match
// match=1 scales by HEIGHT (logical height stays 1080 = the design height).
// Lowering match shrinks logical height below 1080 and CRAMPS things vertically.
// ---- KNOBS -----------------------------------------------------------------
float MATCH = 1.0f; // 0 = scale by width, 1 = scale by height
float SCALE_MULT = 1.0f; // extra multiplier on top (0.9 = 10% smaller HUD)
float REF_W = 0f; // 0 = leave reference resolution alone
float REF_H = 0f; // e.g. set 3840/1080 to design against ultrawide
bool LIST_ONLY = false; // true = report current state, change nothing
// ----------------------------------------------------------------------------
var log = new System.Text.StringBuilder();
log.AppendLine($"SCREEN {UnityEngine.Screen.width}x{UnityEngine.Screen.height} " +
$"aspect={(float)UnityEngine.Screen.width / UnityEngine.Screen.height:F4}");
foreach (var cs in UnityEngine.Object.FindObjectsOfType<UnityEngine.UI.CanvasScaler>())
{
log.AppendLine($"BEFORE {cs.name}: mode={cs.uiScaleMode} ref={cs.referenceResolution} " +
$"match={cs.matchWidthOrHeight} scaleFactor={cs.scaleFactor}");
if (!LIST_ONLY)
{
if (REF_W > 0 && REF_H > 0)
cs.referenceResolution = new UnityEngine.Vector2(REF_W, REF_H);
cs.matchWidthOrHeight = MATCH;
cs.scaleFactor = SCALE_MULT;
}
// report the resulting logical canvas the UI is laid out in
var cv = cs.GetComponent<UnityEngine.Canvas>();
float sf = cv ? cv.scaleFactor : 0f;
if (sf > 0)
log.AppendLine($"AFTER {cs.name}: effectiveScale={sf:F4} " +
$"logicalCanvas={UnityEngine.Screen.width / sf:F0}x{UnityEngine.Screen.height / sf:F0}");
}
// Every canvas in the scene — the overlapping text may live on one we haven't touched
foreach (var cv in UnityEngine.Object.FindObjectsOfType<UnityEngine.Canvas>())
log.AppendLine($"CANVAS {cv.name} mode={cv.renderMode} scale={cv.scaleFactor:F4} " +
$"hasScaler={(cv.GetComponent<UnityEngine.UI.CanvasScaler>() != null)} " +
$"sortOrder={cv.sortingOrder}");
UnityExplorer.ExplorerCore.Log(log.ToString());