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Question by zyonneo · Feb 06 at 12:13 PM · c#unity 5

How to adjust the Gridview for different screen sizes in Unity3d?

I am trying to design a E-commerce mobile app with Augmented Reality using Unity3D.First in IOS later in android.I started reading blogs so what they suggest is to try native apps.Since AR is involved I need to use Unity3d itself.I found a Gridview code and copied and adjusted cell size,constraints and constraints count set to 2.Below is the Gridview code I used.The problem I faced is it looks good in iphone 6 screen but not in ipad screen(right side space is visible).So how to adjust the Gridview settings for various screens sizes. using UnityEngine; using System.Collections.Generic;

 namespace UnityEngine.UI
 {
     [AddComponentMenu("Layout/Auto Expand Grid Layout Group", 152)]
     public class AutoExpandGridLayoutGroup : LayoutGroup
     {
         public enum Corner { UpperLeft = 0, UpperRight = 1, LowerLeft = 2, LowerRight = 3 }
         public enum Axis { Horizontal = 0, Vertical = 1 }
         public enum Constraint { Flexible = 0, FixedColumnCount = 1, FixedRowCount = 2 }
  
     [SerializeField]
     protected Corner m_StartCorner = Corner.UpperLeft;
     public Corner startCorner { get { return m_StartCorner; } set { SetProperty(ref m_StartCorner, value); } }
  
     [SerializeField]
     protected Axis m_StartAxis = Axis.Horizontal;
     public Axis startAxis { get { return m_StartAxis; } set { SetProperty(ref m_StartAxis, value); } }
  
     [SerializeField]
     protected Vector2 m_CellSize = new Vector2(100, 100);
     public Vector2 cellSize { get { return m_CellSize; } set { SetProperty(ref m_CellSize, value); } }
  
     [SerializeField]
     protected Vector2 m_Spacing = Vector2.zero;
     public Vector2 spacing { get { return m_Spacing; } set { SetProperty(ref m_Spacing, value); } }
  
     [SerializeField]
     protected Constraint m_Constraint = Constraint.Flexible;
     public Constraint constraint { get { return m_Constraint; } set { SetProperty(ref m_Constraint, value); } }
  
     [SerializeField]
     protected int m_ConstraintCount = 2;
     public int constraintCount { get { return m_ConstraintCount; } set { SetProperty(ref m_ConstraintCount, Mathf.Max(1, value)); } }
  
     protected AutoExpandGridLayoutGroup()
     { }
  
     #if UNITY_EDITOR
     protected override void OnValidate()
     {
         base.OnValidate();
         constraintCount = constraintCount;
     }
     #endif
  
     public override void CalculateLayoutInputHorizontal()
     {
         base.CalculateLayoutInputHorizontal();
  
         int minColumns = 0;
         int preferredColumns = 0;
         if (m_Constraint == Constraint.FixedColumnCount)
         {
             minColumns = preferredColumns = m_ConstraintCount;
         }
         else if (m_Constraint == Constraint.FixedRowCount)
         {
             minColumns = preferredColumns = Mathf.CeilToInt(rectChildren.Count / (float)m_ConstraintCount - 0.001f);
         }
         else
         {
             minColumns = 1;
             preferredColumns = Mathf.CeilToInt(Mathf.Sqrt(rectChildren.Count));
         }
  
         SetLayoutInputForAxis(
         padding.horizontal + (cellSize.x + spacing.x) * minColumns - spacing.x,
         padding.horizontal + (cellSize.x + spacing.x) * preferredColumns - spacing.x,
         -1, 0);
     }
  
     public override void CalculateLayoutInputVertical()
     {
         int minRows = 0;
         if (m_Constraint == Constraint.FixedColumnCount)
         {
             minRows = Mathf.CeilToInt(rectChildren.Count / (float)m_ConstraintCount - 0.001f);
         }
         else if (m_Constraint == Constraint.FixedRowCount)
         {
             minRows = m_ConstraintCount;
         }
         else
         {
             float width = rectTransform.rect.size.x;
             int cellCountX = Mathf.Max(1, Mathf.FloorToInt((width - padding.horizontal + spacing.x + 0.001f) / (cellSize.x + spacing.x)));
             minRows = Mathf.CeilToInt(rectChildren.Count / (float)cellCountX);
         }
  
         float minSpace = padding.vertical + (cellSize.y + spacing.y) * minRows - spacing.y;
         SetLayoutInputForAxis(minSpace, minSpace, -1, 1);
     }
  
     public override void SetLayoutHorizontal()
     {
         SetCellsAlongAxis(0);
     }
  
     public override void SetLayoutVertical()
     {
         SetCellsAlongAxis(1);
     }
  
     private void SetCellsAlongAxis(int axis)
     {
         // Normally a Layout Controller should only set horizontal values when invoked for the horizontal axis
         // and only vertical values when invoked for the vertical axis.
         // However, in this case we set both the horizontal and vertical position when invoked for the vertical axis.
         // Since we only set the horizontal position and not the size, it shouldn't affect children's layout,
         // and thus shouldn't break the rule that all horizontal layout must be calculated before all vertical layout.
  
         if (axis == 0)
         {
             // Only set the sizes when invoked for horizontal axis, not the positions.
             for (int i = 0; i < rectChildren.Count; i++)
             {
                 RectTransform rect = rectChildren[i];
  
                 m_Tracker.Add(this, rect,
                 DrivenTransformProperties.Anchors |
                 DrivenTransformProperties.AnchoredPosition |
                 DrivenTransformProperties.SizeDelta);
  
                 rect.anchorMin = Vector2.up;
                 rect.anchorMax = Vector2.up;
                 rect.sizeDelta = cellSize;
             }
             return;
         }
  
         float width = rectTransform.rect.size.x;
         float height = rectTransform.rect.size.y;
  
         int cellCountX = 1;
         int cellCountY = 1;
         if (m_Constraint == Constraint.FixedColumnCount)
         {
             cellCountX = m_ConstraintCount;
             cellCountY = Mathf.CeilToInt(rectChildren.Count / (float)cellCountX - 0.001f);
         }
         else if (m_Constraint == Constraint.FixedRowCount)
         {
             cellCountY = m_ConstraintCount;
             cellCountX = Mathf.CeilToInt(rectChildren.Count / (float)cellCountY - 0.001f);
         }
         else
         {
             if (cellSize.x + spacing.x <= 0)
             cellCountX = int.MaxValue;
             else
             cellCountX = Mathf.Max(1, Mathf.FloorToInt((width - padding.horizontal + spacing.x + 0.001f) / (cellSize.x + spacing.x)));
  
             if (cellSize.y + spacing.y <= 0)
             cellCountY = int.MaxValue;
             else
             cellCountY = Mathf.Max(1, Mathf.FloorToInt((height - padding.vertical + spacing.y + 0.001f) / (cellSize.y + spacing.y)));
         }
  
         int cornerX = (int)startCorner % 2;
         int cornerY = (int)startCorner / 2;
  
         int cellsPerMainAxis, actualCellCountX, actualCellCountY;
         if (startAxis == Axis.Horizontal)
         {
             cellsPerMainAxis = cellCountX;
             actualCellCountX = Mathf.Clamp(cellCountX, 1, rectChildren.Count);
             actualCellCountY = Mathf.Clamp(cellCountY, 1, Mathf.CeilToInt(rectChildren.Count / (float)cellsPerMainAxis));
         }
         else
         {
             cellsPerMainAxis = cellCountY;
             actualCellCountY = Mathf.Clamp(cellCountY, 1, rectChildren.Count);
             actualCellCountX = Mathf.Clamp(cellCountX, 1, Mathf.CeilToInt(rectChildren.Count / (float)cellsPerMainAxis));
         }
  
         Vector2 requiredSpace = new Vector2(
         actualCellCountX * cellSize.x + (actualCellCountX - 1) * spacing.x,
         actualCellCountY * cellSize.y + (actualCellCountY - 1) * spacing.y
         );
         Vector2 startOffset = new Vector2(
         GetStartOffset(0, requiredSpace.x),
         GetStartOffset(1, requiredSpace.y)
         );
  
         for (int i = 0; i < rectChildren.Count; i++)
         {
             int positionX;
             int positionY;
             if (startAxis == Axis.Horizontal)
             {
                 positionX = i % cellsPerMainAxis;
                 positionY = i / cellsPerMainAxis;
             }
             else
             {
                 positionX = i / cellsPerMainAxis;
                 positionY = i % cellsPerMainAxis;
             }
  
             if (cornerX == 1)
             positionX = actualCellCountX - 1 - positionX;
             if (cornerY == 1)
             positionY = actualCellCountY - 1 - positionY;
  
             float realsize = ((width - (spacing[0] * (actualCellCountX - 1))) / actualCellCountX);
             SetChildAlongAxis(rectChildren[i], 0, startOffset.x + (realsize + spacing[0]) * positionX, realsize);
             SetChildAlongAxis(rectChildren[i], 1, startOffset.y + (cellSize[1] + spacing[1]) * positionY, cellSize[1]);
         }
     }
 }
 }

I have arranged the prefab which will be instantiated in Unity.Below are screenshots(with inspector settings).

Ipad view Iphone6

ipad.png (475.0 kB)
iphone6.png (511.3 kB)
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