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The system works fine and the game itself displays correctly. However when I try to create a root node with size set to 100% by 100% it does not fill the whole window, but instead its virtual size gets limited to the value of the real screen size:
I should probably rephrase the issue. It is not technically a custom projection, but a custom scaling mode for OrthographicProjection. And when it is not set to ScalingMode::Window, it behaves not as expected
It is not technically a custom projection, but a custom scaling mode for OrthographicProjection.
I understand, but it is impossible currently to access the OrthographicProjection used by the UI camera. It is hardcoded in the extract_default_ui_camera_view system. You can't access it in the app world, and I'm not sure if it's even possible to modify it in the render world with a system.
If you want the ability to directly edit the OrthograpicProjection, please discuss this in #5243 and #5242. I think a review from someone who would actually use the PR change would be very helpful.
Bevy version
0.5
Operating system & version
Tested on Linux, but probably affects all other systems
What you did
I have this system that resizes for all the cameras with
OrthographicsProjection
andCameraAspectRatio
compoents:The system works fine and the game itself displays correctly. However when I try to create a root node with size set to 100% by 100% it does not fill the whole window, but instead its virtual size gets limited to the value of the real screen size:
What you expected to happen
The root node should fill the whole window.
What actually happened
The root node's size was limited to the window's logical size and was not enough to fill the virtual camera size (1920 by 1080)
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