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Author Topic: Camera clipping for a (huge) split screen project  (Read 3725 times)

attilam

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Camera clipping for a (huge) split screen project
« on: June 10, 2014, 08:10:53 pm »
Hello,

I'm working on an installation that will span a 5400x1920 screen and I need to create a side-by-side split screen setup for it. Two tk2dCameras, each showing a 2160x1920 pixel area of the screen (the remaining 1080x1920 area is used by another camera). I've tried to set them up by adjusting the Normalized Viewport Rect (0, 0, 0.4, 1) and (0.4, 0, 0.4, 1) respectively.

Somehow this setup will always stretch the image of each tk2dCamera to the whole screen area in a build (in editor it seems to work as I'd expect though). I have tried setting different (I think all by now) resolution overrides, removing them altogether, same results.

In the end I have managed to get correct results by enabling Anchored Viewport Clipping, but that shows up as a legacy feature that will be removed.

Some more info:
- I'm using 2D Toolkit 2.4.0 with Unity Pro 4.5.0f6.
- resolution: native and preview for both cameras is 5400x1920
- projection: both are ortographic, 1 pixel per meter
- the game view in editor is set to standalone size (5400x1920px), the actual game viewport is 1280x455px on my screen

Is this a bug with Normalized Viewport Clipping, or am I doing something silly here? :)

unikronsoftware

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attilam

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Re: Camera clipping for a (huge) split screen project
« Reply #2 on: June 11, 2014, 07:08:21 am »
That's IT! :) This solved the problem, thanks a lot!