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xARM: Aspect and Resolution Master
for Unity®

User Guide

Copyright

© 2014-2016 Flying Whale, Inh. Hendrik Thieme. All rights reserved.
Unity and Unity Asset Store are either registered trademarks or trademarks of Unity
Technologies.
iPad, iPad mini, iPad Air, iPhone, iPod touch and Retina are either registered trademarks
or trademarks of Apple Inc., registered in the U.S. and other countries.
IOS is a trademark or registered trademark of Cisco in the U.S. and other countries and is
used by Apple Inc. under license.
Android is a trademark of Google Inc.
Windows and Windows Phone are either registered trademarks or trademarks of Microsoft
Corporation in the United States and/or other countries.
NGUI is property of Tasharen Entertainment.
All company and product names mentioned herein may be registered trademarks or
trademarks of their respective owners/companies. They are only used as some
representative samples of their type.
Although all information were compiled with great care accuracy of information can not
been guaranteed.
xARM can not simulate every aspect of a device or its display, therefore it can not fully
replace a test on the physical device.
The statistics (Percent and Positioning) are related to Resolution and are based on 'Unity
Hardware Statistics 2014-03' (http://stats.unity3d.com). Most other device information are
based on http://www.wikipedia.org.
xARM: Aspect and Resolution Master requires one license per seat.
xARM: Aspect and Resolution Master for Unity - User Guide v1.6.1

i

1

xARM at a Glance

Thanks for purchasing xARM and thereby feeding an indie developer!
I‘d highly appreciated if you support xARM with a Review in the Unity Asset Store®:
https://www.assetstore.unity3d.com/#/content/10563

2

Overview

With „xARM: Aspect and Resolution Master“ you‘ve got the powerful and easy-to-use
Unity® Editor Extension that helps you to beat display fragmentation.
It contains the tools „xARM Preview“ and „xARM Gallery“ to give you a real preview of
your game. With these tools you can preview your game at physical size, pixel perfect or
scaled and also compare multiple resolutions at the same time. All without building to
device. It‘s also possible to export images of your game.
All relevant (and semi-relevant) iOS®, Android™, Windows Phone® 8, Windows®
Runtime (WinRT) and Standalone devices are covered by the included resolutions and
display diagonals („ScreenCaps“). Every ScreenCap comes with additional information
(popularity, etc.) to help you to get an overview and focus on the important ones.
xARM supports all other Unity Editor Extensions (e.g. GUI, 2D, etc.).

3

Contact
If you have any problems, questions, feedback or feature requests please contact me.
Email:
support@flyingwhale.de
Unity® Forum:
http://forum.unity3d.com/threads/xarm-aspect-and-resolution-master-released.196174/

Stay up to date
Twitter (@ThavronFW):
https://twitter.com/ThavronFW
YouTube:
https://www.youtube.com/channel/UC2CU8aCaWclJ5C6dOQFzdVg

All assets by Flying Whale:
https://www.assetstore.unity3d.com/#/publisher/4046

See chapter „Support & Contribution“ for a complete list of contact details and links.

4

2

Getting Started

Learn all the basics on how to setup and use „xARM: Aspect and Resolution Master“.
You‘ll also get a basic overview of all xARM windows.

5

Import
Follow these steps to import xARM after purchasing it:
1. Open „Asset Store“ window of Unity
2. Login with your Unity Asset Store® account
3. Open „Download Manager“
4. Find the xARM entry under Packages
5. Click on „Download“ if the package wasn‘t downloaded yet
6. Click on „Import“ and ensure everything is selected
7. Now there is a new folder named „xARM“ in your Project
After import all xARM windows can be found in Unity‘s menu bar under „Window/xARM“.
Reopen Unity if that‘s not the case.
Note: It is not recommended to move the „xARM“ folder to another location. If you want to
move it nevertheless ensure it‘s NOT located under the folder „Editor“.

6

Basic Setup
To get started you only need to select the ScreenCaps (resolutions and display diagonals)
you‘d like to preview and to specify the DPI of your Editor to enable all features.

ScreenCap Selection
In xARM a ScreenCap is not only a screenshot, it‘s a combination of properties like
resolution, display diagonal, etc. Each ScreenCap covers one or more device screens.

1. In xARM Options (Unity‘s menu bar: Window/xARM) goto to section
„ScreenCaps“.
2. Use the „Filter“ checkboxes to display only ScreenCaps you‘d like to preview.
3. Open the subcategories and activate the ScreenCaps of iOS, Android, Windows
Phone 8, WinRT and Standalone you‘d like to preview.
Tips:
• You can sort the list by clicking on the column headers. The sorting does also
effect all other xARM windows.
• Start with some of the most popular ones (see column Stats) and grow from
there.
• Cover both ends of the resolution and diagonal spectrum you‘re targeting.
7

Specify Editor DPI
Set Editor DPI to enable xARM Preview‘s 1:1phy mode.

1. In xARM Options (Unity‘s menu bar: Window/xARM) goto section „Options“.
2. Open subcategory „Global Options“.
3. Under „Editor DPI“ specify the DPI of the monitor you want to use to display the
xARM windows. You can search the web or try different values (usually 50 up to
200).
Tip: To verify the value check „Verify“ and measure the displayed white box.
It should be 1x1in or 2.5x2.5cm.
Notes:
• xARM uses the Editor DPI value to proper size the ScreenCaps in xARM
Preview‘s 1:1phy mode.
• If you are using a Unity version that‘s Editor doesn‘t support Retina® resolutions,
you need to divide the monitor‘s DPI by 2.
Note: A detailed description of all options can be found in chapter 5 „xARM Options“.
8

Basic Use
After you‘ve imported xARM and done the basic setup you can now use it.
1. Open xARM Preview (Unity‘s menu bar: Window/xARM)
2. xARM informs you that it‘ll undock the Game View. Acknowledge by clicking „OK“.
Note: Undocking the Game View can effect your Editor layout. You may want to
save it before undocking.
3. Position the xARM Preview and Game View window as you like, but keep the
Game View undocked.
Tip: Dock xARM Preview at Game View‘s old spot and use it as a replacement.
You can keep the Game View in the background or offscreen and focus it at any
time with CTRL/CMD+2.
4. xARM Preview is now ready. You can manually update xARM Preview by clicking
on „1x“ or activate auto update in Edit mode by toggling „Edit“ in its toolbar.
5. Opening xARM Gallery is basically the same process as described in point 1 to 4.

Notes:
• Please keep the Game View undocked while working with xARM. If the Game View is
docked xARM will undock it while updating a ScreenCap.
• xARM adds a xARMProxy GameObject to the Hierarchy (see chapter „FAQ“ for details).

9

Basic Overview
Here you‘ll get a basic overview of the xARM windows.

xARM Preview
Use xARM Preview to focus on one resolution as you‘ve done before with the Game View.
The Game View is only needed for the interactive part (playing).
You can quickly switch between ScreenCaps, preview at 1:1px (pixel perfect), 1:1phy
(physical size) or in scaled mode.
You can manually update the displayed ScreenCap or activate auto update in Edit, Pause
and Play mode.
It‘s also possible to export the selected or all ScreenCaps as PNG files.
Note: See chapter 3 „xARM Preview“ for a detailed description.

xARM Gallery
Use xARM Gallery to display and compare several ScreenCaps at the same time.
All ScreenCaps are displayed with the Scale Ratio (white box).
You can manually update all ScreenCaps or activate auto update in Edit and Pause mode.
It‘s also possible to export all ScreenCaps as PNG files.
Note: See chapter 4 „xARM Gallery“ for a detailed description.

xARM Options
Use xARM Options to setup xARM and select the ScreenCaps you‘d like to preview.
Note: See chapter 5 „xARM Options“ for a description of all options

10

3

xARM Preview

Use xARM Preview to focus on one ScreenCap as you‘ve done before with the Game
View. From now on the Game View is only needed for the interactive part (playing).
With xARM Preview you can preview at 1:1px (pixel perfect) to check for blur, 1:1phy
(physical size) to verify button sizes or in scaled mode to preview ultra high resolutions.

11

xARM Preview‘s Toolbar
xARM Preview‘s toolbar consists of four sections:

1. ScreenCap List
The list contains all ScreenCaps you‘ve activated in xARM Options.
Just pick the one you‘d like to preview (CTRL/CMD+ALT+,/.).
By default the Game View is automatically resized to match the selected resolution.
Tip: ScreenCap order can be changed by sorting in xARM Options.
2. Update
Here you can control when xARM Preview updates the ScreenCap.
You‘ve four update options:
1. 1x
Use the „1x“ button to do a manual update whenever you like. Manual update
does work in all modes.
2. Edit
Activate „Edit“ mode update to automatically update whenever the scene has
changed. Does not update in Pause and Play mode.
3. Pause
Activate „Pause“ mode update to automatically update whenever you pause or
step the game. Does not update in Edit and Play mode.
Tip: You can use Unity's hotkeys to pause (CTRL/CMD+SHIFT+P) and step
(CTRL/CMD+ALT+P) the game and instantly update the ScreenCap.
4. Play
Activate „Play“ mode update to automatically update while playing the game.
It gives a Live Preview. Does not update in Edit and Pause mode.
Note: If the Game View is docked xARM will undock it while updating a ScreenCap.
12

3. Preview Mode
Three preview modes are available:
1. Scaled
If „1:1px“ and „1:1phy“ are not activated the ScreenCap is displayed in Scaled
mode to fit in the xARM Preview window. You can even preview ultra high
resolutions in this mode without messing up your Editor layout.
2. 1:1px (pixel perfect)
Activate „1:1px“ mode to get a pixel perfect preview.
Every pixel of the ScreenCap is displayed as one pixel on your screen.
Use this mode to check for scaling issues, blur, etc.
3. 1:1phy (physical size)
Activate „1:1phy“ to get a physical size (device dimensions) preview.
The ScreenCap is displayed at the same size as your game on the physical device.
Use this mode to verify e.g. button sizes, readability and usability.
Note: Editor DPI has to be set in xARM Options to use this feature.
4. Tools
The Tools list contains the following entries:
1. Export ScreenCap as PNG
Exports the selected ScreenCap as PNG file (CTRL/CMD+ALT+E).
Target folder and file name can be specified.
2. Export all ScreenCaps as PNGs
Exports all active ScreenCaps as PNG files (CTRL/CMD+SHIFT+ALT+E).
Target folder can be specified. File names are set automatically.
3. Options
Opens xARM Options window.
4. (Un)Hide Game View
Unhide or hide the Game View (CTRL/CMD+ALT+G).

13

4

xARM Gallery

Use xARM Gallery to display and compare several ScreenCaps at the same time.
All ScreenCaps are displayed with the Scale Ratio (white box) to give you an idea of the
physical size.
With xARM Gallery you can easily check a lot of different ScreenCaps at the same time for
resolution dependent issues and instantly see results of changes.

14

xARM Gallery‘s Toolbar
xARM Gallery‘s toolbar consists of three sections:

1. Update
Here you can control when xARM Gallery updates all active ScreenCaps.
You‘ve three update options:
1. 1x
Use the „1x“ button to do a manual update whenever you like. Manual update
does work in all modes (including Play mode).
2. Edit
Activate „Edit“ mode update to automatically update whenever the scene has
changed. Does not update in Pause and Play mode.
3. Pause
Activate „Pause“ mode update to automatically update whenever you pause or
step the game. Does not update in Edit and Play mode.
Tip: You can use Unity's hotkeys to pause (CTRL/CMD+SHIFT+P) and step
(CTRL/CMD+ALT+P) the game and instantly update all ScreenCaps.
Notes:
• If the Game View is docked xARM will undock it while updating a ScreenCap.
• For each ScreenCap xARM resizes the Game View for a few frames so that
everything can adapt to the new resolution. Because of that the ScreenCaps in
xARM Gallery do not display the same frame.
If needed you can use xARM's Delegates (see chapter „Custom Code“) to freeze
your game while updating the ScreenCaps to capture the exact same state in all
ScreenCaps.

15

2. ScreenCaps per row slider
Control how many ScreenCaps are displayed per row.
By default all ScreenCaps are automatically scaled to fill available space.
Note: You can specify a fixed size in xARM Options.
3. Tools
The Tools list contains the following entries:
1. Export all ScreenCaps as PNGs
Exports all active ScreenCaps as PNG files (CTRL/CMD+SHIFT+ALT+E).
Target folder can be specified. File names are set automatically.
2. Options
Opens xARM Options window.
3. (Un)Hide Game View
Unhide or hide the Game View (CTRL/CMD+ALT+G).

16

xARM Gallery‘s Content
xARM Gallery displays all active ScreenCaps at the same time.
If you click on one of the ScreenCaps it‘s automatically selected in xARM Preview.
Tip: ScreenCap order can be changed by sorting in xARM Options.
All active ScreenCaps displayed in xARM Gallery are labeled as follows:

1. ScreenCap Info
The ScreenCap info is composed as follows:
1. Name
Device name or device‘s platform, if device name is not definite.
2. Diagonal
Device‘s display diagonal.
3. DPI Group
Platform specific DPI group, if applicable.
4. Aspect
Aspect ratio.
Note: If the aspect has a trailing tilde (~) it‘s not exactly but close to the stated
aspect.
5. Resolution (px)
Screen resolution in pixels.
6. Resolution
Screen resolution as graphics display resolution plus an icon to indicate screen
orientation.
17

2. Scale Ratio
The Scale Ratio (white or green square) is a reference size that gives you an idea of the
actual physical size of the ScreenCap.
The ScreenCap that‘s selected in xARM Preview has a green Scale Ratio square.
By default Scale Ratio's size is set to the recommended touch target size
('fingerprint'). Everything smaller than the Scale Ratio is considered as not easily
touchable. You can use the Scale Ratio to check e.g. button sizes.
Tip: You can change Scale Ratio‘s size in xARM Options.

18

5

xARM Options

Use xARM Options to select the ScreenCaps you‘d like to preview and to configure xARM
to fit your needs.

19

xARM Options Overview
xARM Options consists of two main sections both with some subsections:

1. Options
In the Options section you can configure xARM.
It‘s subdivided into Global, xARM Preview and xARM Gallery specific sections.
2. ScreenCaps
In the ScreenCaps section you can activate the ScreenCaps you‘ll like to preview.
Note: All Settings are saved under „ProjectSettings/xARMSettings.xml“.

20

Options
The Options section is subdivided into three subsections:
„Global Options“, „xARM Preview Options“ and „xARMGallery Options“
1. Global Options
The Global Options subsection holds
all xARM wide settings.
1. Editor DPI
Specify the pixel density (DPI) of
the monitor you‘re using to
display the Unity Editor.
The Editor DPI setting is used to
display the ScreenCap at
physical size (xARM Preview‘s
1:1phy mode).
Tips:
• You can check the „Verify“
checkbox and measure the
white box to verify if the value
is correct. It should be 1x1in or
2.5x.25cm.
• Search the web for your
monitor‘s DPI or try some
values (normally something
between 50 and 200).
• If you are using a Unity version whose Editor doesn‘t support Retina®
resolutions, you need to divide the monitor‘s DPI by 2.

21

2. Game View Position
If „Trace Game View position automatically“ is activated you can move the Game
View as normal and xARM resizes it on that position.
If deactivated you can specify a fixed position and xARM will move the Game View
to that position (on ScreenCap update). Use the button „Get current Game View
position“ to store the current as the fixed position.
Note: The top left corner of the Game View is used to position it.
3. Hidden Game View Position
Specify an offscreen position for the Game View. The „(Un)Hide Game View“
feature (CTRL/CMD+ALT+G) switches between this and the onscreen (see above)
position.
4. Update Delay
Specify how many frames xARM should wait between resolution change and
ScreenCap update (in Edit and Pause mode).
In most cases two frames should be sufficient.
Note: Some image effects, other extensions, etc. need some frames to adapt to
new resolutions. In Edit and Pause mode this can cause weird results. Try higher
Update Delay values if that‘s the case.
5. Integration
Only applicable to „uGUI Canvas Scaler“ set to „Constant Physical Size“
If „uGUI Canvas Scaler - Constant Physical Size support“ is activated xARM
passes the ScreenCap‘s DPI (overwriting the Editor/Monitor DPI) into uGUI to give
correct results.
If „Keep ScreenCap‘s DPI in uGUI after update“ is activated uGUI will keep the
ScreenCap‘s DPI and will not reset to the Editor/Monitor DPI.
6. Export
Select the default folder for PNG export.

22

2. xARM Preview Options
This section holds all xARM Preview specific settings.

1. Update Limit
Specify the maximum ScreenCap updates per second for Edit and Play mode.
Default value should be sufficient, but you can use this setting to control the
ScreenCap update smoothness and performance impact.
2. Update Control
Activate „Update while Game View has focus“ to update the selected ScreenCap
also while Game View has focus.
3. Resolution Sync
If „Automatically sync selected ScreenCap's resolution to Game View“ is activated
selecting a ScreenCap in xARM Preview will automatically resize the Game View to
match the selected resolution.
xARM will also return to the selected resolution after xARM Gallery updates.
Deactivate to always use a fixed resolution as specified as „Fallback Game View
resolution“.
Notes:
• Deactivation causes additional Game View resizes and flickering while xARM
Preview updates
• „Fallback Game View resolution“ is also used if no ScreenCap is selected
23

3. xARM Gallery Options
This section holds all xARM Gallery specific settings.

1. Update Limit
Specify the maximum ScreenCap batch updates per second for Edit mode.
Default value should be sufficient, but you can use this setting to control the amount of
Game View size changes, ScreenCap update smoothness and performance impact.
2. ScreenCap Size
Activate „Display all ScreenCaps at the same fixed size“ to specify the ScreenCap
display size manually.
If deactivated all ScreenCaps are automatically scaled to fill available space.
3. Scale Ratio
Specify the physical size of the Scale Ratio (cm).
By default Scale Ratio's size is set to the recommended touch target size ('fingerprint')
of 0.9cm.
Tip: You can activate the „Verify“ checkbox to display the Scale Ratio at physical size.

24

ScreenCaps
In the ScreenCap section you can activate the ScreenCaps you‘d like to preview.

1. Filter
Use the provided filters to show or hide all Landscape, Portrait or Navigation Bar
(Android) ScreenCaps.
Note: The Navigation Bar Filter is only related to Android devices without physical/soft
buttons. While not in immersive full-screen mode (introduced with API Level 19) these
devices will display software buttons instead which reduce the usable resolution.
Navigation Bar size is computed automatically based on the specifications, but may
not be correct for some devices.

25

2. Platforms
All ScreenCaps are grouped by platform.
1. iOS
All iOS devices are covered.
The exact device names are listed in column „Sample Devices“.
2. Android
All relevant devices are covered.
Note: If a resolution is used with different diagonals only the min and max display
diagonals are listed.
3. Windows Phone 8
All relevant devices are covered.
4. WinRT
All relevant devices are covered.
5. Standalone
All popular resolutions are covered.
Note: Only one common display diagonal is listed per resolution.
6. Custom
Here you‘ll find the ScreenCaps you‘ve added.
Note: See chapter „Custom Code“ for more details.

26

3. ScreenCap List per Platform
If you open a platform group all ScreenCaps are listed with additional information
(like popularity) to help you to get an overview and focus on the relevant ones.

All ScreenCap list entries contain the following information:
1. Active
Activate the ScreenCap if you like to display it in xARM Preview or xARM Gallery.
2. OS
OS/Platform of the covered devices.
3. Name
Device name or device‘s platform, if device name is not definite.
4. Diagonal
Device‘s display diagonal (inch).
5. DPI Group
Platform specific DPI group, if applicable.
6. DPI
Device‘s display DPI.
Note: Some DPI values are computed automatically and may differ slightly from
the device manufacturer‘s specifications.
27

7. Aspect
Aspect ratio.
Note: If the aspect has a trailing tilde (~) it‘s not exactly but close to the stated
aspect.
8. Resolution (px)
Screen resolution in pixels (width x height).
9. Resolution
Screen resolution as graphics display resolution plus an icon to indicate screen
orientation.
10. Format
Landscape or Portrait orientation.
11. Stats (pos)
Position based on market share of the resolution vs. other with the same OS
(source: Unity Hardware Statistics).
12. Stats (%)
Market share (%) of the resolution vs. other with the same OS
(source: Unity Hardware Statistics).
13. Sample Device
A list of some sample devices that are covered by the ScreenCap.
Differing display diagonals are also listed.

Tips:
• You can sort the list by clicking on the column headers. The sorting does also effect
all other xARM windows.
• Start with some of the most popular ones (see column Stats) and grow from there.
• Cover both ends of the resolution and diagonal spectrum you‘re targeting.
• If you‘re using resolution specific settings (texture atlases, etc.) or code ensure to
cover them.

28

6

Custom Code

Feel free to change xARM's source code to fit your needs, however support is limited to
the official versions.
Please contact me if you add something that may also be useful for other xARM users and
I will check if it can be included in a future release (see chapter „Support & Contribution“
for contact details).

29

Custom ScreenCaps
If you like to preview a resolution or display diagonal that‘s not included in the ScreenCap
list you can add your own.
To add a custom ScreenCap just follow these steps:
1. Open „xARMManager.cs“.
2. Search for „#region Init“.
All ScreenCaps are listed here. One (landscape) ScreenCap per line.
3. Scroll down to „//Custom“ at the end of the list.
4. Copy the example line of the custom section
(The example is a 1920x1080 Full-HD 42“ display)
Note: Don't change existing lines!
5. Insert the copied line right below the example line
6. Change the inserted line as follows:
1. Uncomment the line (remove the „//“ at the line beginning to activate the line).
2. Change resolution (example: „1920, 1080“) as needed.
Note: Use landscape values (width x height), first value should be greater than
second. Portrait ScreenCaps are created automatically.
3. Change diagonal (example: „42“) as needed.
Note: All other properties are optional or are computed automatically if not
specified.
7. Save and close „xARMManager.cs“.
8. Open „Custom“ ScreenCaps section in xARM Options
After Unity has recompiled the custom ScreenCap should be listed.
Note: Ensure to make a backup of your custom ScreenCap lines so that you can reinsert
them after xARM update or use them also in other projects.

30

Delegates
If needed you can use xARM‘s Delegates to run your custom code while xARM updates
the ScreenCaps. See „xARMDelegatesExample.cs“ for an example.
You can use the Delegates e.g. to:
• Freeze your game while ScreenCap update, so that all display the exact same state
You need to implement an in-game pause mode to freeze all animations, etc. and
hook it to xARM‘s Delegates.
• Recreate/update your GUI, so that it adapts to a new resolution
Note: This is only needed in the very rare case that the GUI doesn‘t update
automatically.
• ...
You can use the following Delegates to hook your code:
1. xARMManager.OnStartScreenCapUpdate
This Delegate is called once before any ScreenCap is updated and the Game View is
resized.
Tip: Store values to restore them later.
2. xARMManager.OnPreScreenCapUpdate
This Delegate is called for each updating ScreenCap right after the Game View is
resized to match the ScreenCap‘s resolution.
It‘s called before the Update Delay (see chapter „xARM Options“) is started and the
ScreenCap is updated with a new rendering result.
Tip: Hook your freeze/update/etc. code here.
3. xARMManager.OnPostScreenCapUpdate
This Delegate is called for each updating ScreenCap right after the ScreenCap is
updated with a new rendering result, while the ScreenCap‘s resolution is still active.
Tip: Reset ScreenCap specific changes here.
4. xARMManager.OnFinalizeScreenCapUpdate
This Delegate is called once after all ScreenCaps are updated and Game View is
resized to default resolution.
Tip: Reset all changes here.

31

Notes:
• Enclose your custom code with the „#if UNITY_EDITOR“ and „#endif“ preprocessor
directive to prevent the code becomes a part of your built game.
• Ensure your code is outside of the xARM folder. Otherwise your changes are lost on
xARM update.

32

7

FAQ

Still have questions?
Let‘s see if you can get the answer here.

33

FAQ
Q: What is a „ScreenCap“?
A: A ScreenCap consists of a screenshot of your game at a specific resolution (if the
ScreenCap was updated) and properties like resolution, display diagonal, stats, etc.
Each ScreenCap covers one or mode device displays. In xARM Options you can activate
the ScreenCaps you‘d like to display in xARM Preview and xARM Gallery.
Q: What is the xARMProxy GameObject in the Hierarchy?
A: xARM Preview and xARM Gallery need a xARMProxy GameObject in the Hierarchy to
operate. You can move it, but don‘t change it otherwise. If the xARMProxy is deleted it is
instantly recreated as long as one of the xARM windows is visible. Closing all xARM
windows does also remove the xARMProxy.
Q: How do I update xARM?
A: Follow these steps:
1. If applicable ensure to backup all changes made to the xARM folder, e.g.:
• Move (and keep) your custom code files (Delegates) outside of the xARM folder
• Backup custom ScreenCap lines (added in „xARMManager.cs“)
2. Remove the xARM Folder from your Project
3. Import the new xARM version from the Asset Store
4. Close and reopen Unity, if xARM‘s windows are not updated correctly
Q: How to fix Editor Layouts with an un-resizeable Game View?
(Layouts saved with xARM older than 1.04.287)
A: Follow these steps:
1. Deactivate all xARM updates (Edit, Pause, Play) of xARM Preview and xARM Gallery
2. Activate the Editor Layout to fix
3. Close and reopen the Game View, it should now be resizeable
4. Under „Layout“ select „Save Layout...“ and overwrite it

34

Q: Why do I get the warning „Could not update all ScreenCaps. Switch 'GameView' to
'Free Aspect'.“, although it‘s already set to 'Free Aspect'?
A: This is a Unity version specific issue, that's caused by maximizing e.g. the Game View.
Workaround: Maximize and de-maximize the Scene View by focusing it and pressing Shift
+Space (just Space for older Unity versions). After that the Warning should disappear.
Q: Why do I get „Cleaning up leaked objects in scene since no game object,
component or manager is referencing them ...“ in the Console?
A: Unity sends this message to inform you that some optimizations have been made.
You can ignore this message.
No answer found?
Feel free to contact me (see chapter „Support & Contribution“ for contact details).

35

8

Support & Contribution

Feel free to contact me if you need help or have questions.
I‘d highly appreciate if you spend a moment to help to improve xARM by your feedback,
feature requests, a Review in the Unity Asset Store, etc.

36

Contribute to improve xARM!
I‘d highly appreciate if you‘d spend a moment to help to improve xARM.
A lot of xARM‘s current features were suggested by users.
Here are some things you could do:
Give a Review in the Unity Asset Store.
Send feedback and feature requests.
Spread the word via your favorite social medium.
...

Thanks a lot!

Support & Feedback:
Email:
support@flyingwhale.de
Unity Forum:
http://forum.unity3d.com/threads/xarm-aspect-and-resolution-master-released.196174/

Info & Updates:
Twitter (@ThavronFW):
https://twitter.com/ThavronFW
YouTube:
https://www.youtube.com/channel/UC2CU8aCaWclJ5C6dOQFzdVg
Flying Whale Homepage:
http://www.flyingwhale.de

All assets by Flying Whale:
https://www.assetstore.unity3d.com/#/publisher/4046

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Title                           : 5631-477935191-5.pdf
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Create Date                     : 2016:02:23 15:46:33Z
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