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Partial support of notches + The debug scene displays the simulated information + Some other changes #19
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It's in prevention of bad measure due to a bad position of the notch
Co-Authored-By: Mauro <[email protected]>
I can understand that you don't have the time to review these changes, if that is the case, I would not hold you against it. |
Thank you! I was occupied weeks ago : ( I am adding something related to non-UI notch adaptation next. In my game there is a camera facing world stuff that need to be adjusted based on notch size since the camera could also raycast to those like UI objects, and it became difficult to touch with notch. But in non-UI we have no layout system that tells everything to move, the solution will probably be very generic like telling (For example a perspective camera facing top-down to a billiard table. With notch I would probably want to move the camera a bit higher to show more empty space around the table. Maybe this could be depending on Cinemachine, but if possible I don't want to have package dependency yet.) |
No problem, I just thought you didn't see my pull request... |
Adds a partial support of the notches (#2): the information on these is now available, it remains only to use them for the layout (easier said than done ...)
The debug scene displays the simulated device information so that you can easily see where the items are and thus verify your configuration.
The rect returned by the debug scene is now forced to match the rect in portrait or landscape mode to avoid confusion when copying (does not work for now with the option of reversing the orientation of the editor).
Sometimes the model was not displayed or was unusually small when I changed the size of the game view.