Files
UltraWidePatches/tools/unity_uitune.cs
T
ckochandClaude Opus 4.8 4cd18fb9f4 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>
2026-07-21 15:58:37 -04:00

64 lines
3.1 KiB
C#

// LIVE UI TUNER — paste into UnityExplorer's C# Console. Edit knobs, Run, look, repeat.
// Nothing persists; a scene change or relaunch reverts everything.
//
// This game has TWO canvas families, tuned by DIFFERENT properties:
// 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.
//
// The tuner prints the knob values it actually used, so you can confirm your edit took.
// ---- KNOBS -----------------------------------------------------------------
float MATCH = 1.0f; // ScaleWithScreenSize only. 0=scale by width, 1=by height
float HUD_SCALE = 1.0f; // ScaleWithScreenSize only. <1 = smaller HUD + more room
float WORLD_SCALE = 1.0f; // ConstantPixelSize only. <1 = smaller in-world labels
bool LIST_ONLY = false; // true = report only, change nothing
// ----------------------------------------------------------------------------
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} " +
$"aspect={(float)UnityEngine.Screen.width / UnityEngine.Screen.height:F4}");
foreach (var cs in UnityEngine.Object.FindObjectsOfType<UnityEngine.UI.CanvasScaler>())
{
var cv = cs.GetComponent<UnityEngine.Canvas>();
string render = cv ? cv.renderMode.ToString() : "?";
log.AppendLine($"BEFORE {cs.name} [{cs.uiScaleMode}/{render}] ref={cs.referenceResolution} " +
$"match={cs.matchWidthOrHeight} scaleFactor={cs.scaleFactor}");
if (!LIST_ONLY)
{
if (cs.uiScaleMode == UnityEngine.UI.CanvasScaler.ScaleMode.ScaleWithScreenSize)
{
cs.matchWidthOrHeight = MATCH;
// effective scale = screenH / refH => refH = 1080 / HUD_SCALE
if (HUD_SCALE > 0f && System.Math.Abs(HUD_SCALE - 1f) > 0.0001f)
{
var r = cs.referenceResolution;
cs.referenceResolution = new UnityEngine.Vector2(r.x, 1080f / HUD_SCALE);
log.AppendLine($" 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($" APPLIED scaleFactor {old} -> {cs.scaleFactor}");
}
}
}
float sf = cv ? cv.scaleFactor : 0f;
if (sf > 0)
log.AppendLine($"AFTER {cs.name}: effectiveScale={sf:F4} " +
$"logicalCanvas={UnityEngine.Screen.width / sf:F0}x{UnityEngine.Screen.height / sf:F0}");
}
UnityExplorer.ExplorerCore.Log(log.ToString());