UI tuner: handle both canvas modes, echo knob values

In-game capture revealed two canvas families: ScreenSpaceOverlay/
ScaleWithScreenSize (the HUD, ref 1920x1080 match=1) and WorldSpace/
ConstantPixelSize (NamePlate and friends). Unity ignores referenceResolution
in ConstantPixelSize mode, so the old HUD_SCALE knob could never affect the
in-world labels. Split into HUD_SCALE (referenceResolution) and WORLD_SCALE
(scaleFactor), applied per mode.

Also echoes the knob values and logs APPLIED lines, so a stale console edit is
immediately obvious instead of looking like the fix did nothing.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
2026-07-21 15:58:37 -04:00
co-authored by Claude Opus 4.8
parent bd9fdc50f6
commit 4cd18fb9f4
+32 -25
View File
@@ -1,56 +1,63 @@
// LIVE UI TUNER — paste into UnityExplorer's C# Console. Edit the knobs, Run, look, // LIVE UI TUNER — paste into UnityExplorer's C# Console. Edit knobs, Run, look, repeat.
// repeat. Nothing persists; relaunching reverts everything. // Nothing persists; a scene change or relaunch reverts everything.
// //
// IMPORTANT: run this IN-GAME (not the main menu). Different scenes have different // This game has TWO canvas families, tuned by DIFFERENT properties:
// canvases, and the overlapping text is in the gameplay HUD. // 1. ScreenSpaceOverlay + ScaleWithScreenSize ("Canvas", "Canvas in front")
// -> the HUD. Controlled by matchWidthOrHeight + referenceResolution.
// 2. WorldSpace + ConstantPixelSize ("NamePlate", etc.)
// -> in-world labels. Unity IGNORES referenceResolution here;
// ONLY scaleFactor does anything.
// //
// scaleFactor = (screenW/refW)^(1-match) * (screenH/refH)^match // The tuner prints the knob values it actually used, so you can confirm your edit took.
// match=1 scales by HEIGHT (logical height stays 1080 = the design height).
// Lowering match shrinks logical height below 1080 and CRAMPS things vertically.
// ---- KNOBS ----------------------------------------------------------------- // ---- KNOBS -----------------------------------------------------------------
float MATCH = 1.0f; // 0 = scale by width, 1 = scale by height float MATCH = 1.0f; // ScaleWithScreenSize only. 0=scale by width, 1=by height
// HUD_SCALE shrinks/grows the HUD *without* cramping the layout. float HUD_SCALE = 1.0f; // ScaleWithScreenSize only. <1 = smaller HUD + more room
// <1 = smaller HUD + MORE logical room (use this to cure overlapping text) float WORLD_SCALE = 1.0f; // ConstantPixelSize only. <1 = smaller in-world labels
// Implemented by raising referenceResolution.y, because CanvasScaler.scaleFactor bool LIST_ONLY = false; // true = report only, change nothing
// is IGNORED in ScaleWithScreenSize mode (it only applies to ConstantPixelSize).
float HUD_SCALE = 1.0f; // try 0.95, 0.9, 0.85
bool LIST_ONLY = false; // true = report current state, change nothing
// ---------------------------------------------------------------------------- // ----------------------------------------------------------------------------
var log = new System.Text.StringBuilder(); var log = new System.Text.StringBuilder();
log.AppendLine($"KNOBS match={MATCH} hudScale={HUD_SCALE} worldScale={WORLD_SCALE} listOnly={LIST_ONLY}");
log.AppendLine($"SCREEN {UnityEngine.Screen.width}x{UnityEngine.Screen.height} " + log.AppendLine($"SCREEN {UnityEngine.Screen.width}x{UnityEngine.Screen.height} " +
$"aspect={(float)UnityEngine.Screen.width / UnityEngine.Screen.height:F4}"); $"aspect={(float)UnityEngine.Screen.width / UnityEngine.Screen.height:F4}");
foreach (var cs in UnityEngine.Object.FindObjectsOfType<UnityEngine.UI.CanvasScaler>()) foreach (var cs in UnityEngine.Object.FindObjectsOfType<UnityEngine.UI.CanvasScaler>())
{ {
log.AppendLine($"BEFORE {cs.name}: mode={cs.uiScaleMode} ref={cs.referenceResolution} " + var cv = cs.GetComponent<UnityEngine.Canvas>();
string render = cv ? cv.renderMode.ToString() : "?";
log.AppendLine($"BEFORE {cs.name} [{cs.uiScaleMode}/{render}] ref={cs.referenceResolution} " +
$"match={cs.matchWidthOrHeight} scaleFactor={cs.scaleFactor}"); $"match={cs.matchWidthOrHeight} scaleFactor={cs.scaleFactor}");
if (!LIST_ONLY) if (!LIST_ONLY)
{
if (cs.uiScaleMode == UnityEngine.UI.CanvasScaler.ScaleMode.ScaleWithScreenSize)
{ {
cs.matchWidthOrHeight = MATCH; cs.matchWidthOrHeight = MATCH;
// effective scale = screenH / refH => refH = 1080 / HUD_SCALE
if (HUD_SCALE > 0f && System.Math.Abs(HUD_SCALE - 1f) > 0.0001f) if (HUD_SCALE > 0f && System.Math.Abs(HUD_SCALE - 1f) > 0.0001f)
{ {
// effective scale = screenH / refH, so refH = designH / HUD_SCALE
var r = cs.referenceResolution; var r = cs.referenceResolution;
cs.referenceResolution = new UnityEngine.Vector2(r.x, 1080f / HUD_SCALE); cs.referenceResolution = new UnityEngine.Vector2(r.x, 1080f / HUD_SCALE);
log.AppendLine($" refResolution {r} -> {cs.referenceResolution}"); log.AppendLine($" APPLIED ref {r} -> {cs.referenceResolution}");
}
}
else if (cs.uiScaleMode == UnityEngine.UI.CanvasScaler.ScaleMode.ConstantPixelSize)
{
// referenceResolution is ignored in this mode; scaleFactor is the only lever
if (WORLD_SCALE > 0f && System.Math.Abs(WORLD_SCALE - 1f) > 0.0001f)
{
float old = cs.scaleFactor;
cs.scaleFactor = WORLD_SCALE;
log.AppendLine($" APPLIED scaleFactor {old} -> {cs.scaleFactor}");
}
} }
} }
// report the resulting logical canvas the UI is laid out in
var cv = cs.GetComponent<UnityEngine.Canvas>();
float sf = cv ? cv.scaleFactor : 0f; float sf = cv ? cv.scaleFactor : 0f;
if (sf > 0) if (sf > 0)
log.AppendLine($"AFTER {cs.name}: effectiveScale={sf:F4} " + log.AppendLine($"AFTER {cs.name}: effectiveScale={sf:F4} " +
$"logicalCanvas={UnityEngine.Screen.width / sf:F0}x{UnityEngine.Screen.height / sf:F0}"); $"logicalCanvas={UnityEngine.Screen.width / sf:F0}x{UnityEngine.Screen.height / sf:F0}");
} }
// Every canvas in the scene — the overlapping text may live on one we haven't touched
foreach (var cv in UnityEngine.Object.FindObjectsOfType<UnityEngine.Canvas>())
log.AppendLine($"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()); UnityExplorer.ExplorerCore.Log(log.ToString());