During porting to android I encountered that the game does not fit on the screen in portrait mode. It uses an orthographic camera. How could I scale to game to fit the screen in portrait mode?
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I'm using Screen.SetResolution()  But when I run in Android device, it shows the output image is stretched to fill up the full screen which I don't want. I want it to keep the aspect ratio properly.  Example 01 : This is coincidentally match and ok because my device screen aspect is 16:9.   But here is the incorrect one (stretched)  Example 02: This is 640 x 480 in resolution but it should remain in aspect ratio of 4:3.  How could I keep it's aspect ratio and [make it black at the extra space outside] or [customize it using my own image to cover the extra space]? in Android.  Note: I'm not talking about the canvas but entire output view.
36849
I am using Blender 2.80 beta. In Object Mode Scaling and Rotating objects stopped working.  How do I enable rotating and scaling again?  The button that is referenced in Blender 2.7x does not exist in Blender 2.80. The odd thing is if I create a new model everything works fine...it just stopped working on my original model and still isnt working.  ???
26771
I have scoured the Internet and come here as my last hope.  I currently have the Galaxy S4, M919v. I own two 24 inch Samsung monitors.  Is there any method for me to display my Android screen onto one of my monitors?  I want to basically play my Android games, using my Android phone, but have them displayed on my monitors. My 24 inch monitor has the same resolution as my phone, so I figure the graphics should be great.  I am trying to find a WIFI/micro-usb cable solution to this problem without buying any types of additional connectors.
39157
How would I go about creating a 3D MMORPG Mouse Look? I have created a 3D Space Rpg that is almost finished with success so far. However, I didn't have a clue, how I would attempt to make a Mouse Look method where if a user right clickes and then holds the right mouse button and moves it around the camera moves around with the mouse. The camera can not move away from your character/ship, it should act as if the character/ship is it's origin and that it rotates all around the origin.  I don't mind coding this with python either. Advice is welcome!
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How can I mirror my weight painting to the opposed side of my character? I know that there is Mirror function, but it doesn't assign the weight to bones on the opposed side. Can I do it manually?
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I work mostly in ortho mode but after I switch to side, top, left, right or bottom view, and then move around the view changes to perspective. How can I ensure that it always stays in ortho view?
23332
I have been playing Minecraft, and I went into the settings to see what could be changed. I was in display and I saw the GUI scale was set to "Auto", which was fairly large. I cycled through the scales until I got back to auto, but the GUI scale was stuck at normal size and wouldn't allow me to make it large again. I know this isn't such a big problem, but I really like big font and this is a constant bother to me.
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I was having trouble playing the game on my android so I downloaded it to my wife's phone (Galaxy S6). I read some posts on how to get it running on my android and it worked but, my level 7 account is on my wife's phone.  How do I get it back to my android? When I sign out and back in it doesn't ask for any sign in info. I've tried deleting the app's data and even uninstalling and re-installing, but it still doesn't ask for sign-in info.
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I need to fit videos to 640x360 (the maximum my phone's player can handle), while also preserving aspect ratio, but I also want the video to be unchanged if it is smaller than 640x360 (no point in up-scaling it after all).  Is there a way to get this behavior using ffmpeg's command line?
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My new project is to port an iOS app to Android platform. Before get started, I'm quite confused on whether I should follow google's guideline since some big titles on Android platform still keep the same look as iOS version. Style here means the entire design of the app, such as app navigation, theme, and layout.   Please help if you have any suggestions!
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I've set up a rig and built it around my model, and I've linked it to my model but when I rotate the bones in pose mode, the character doesn't move with them.   My rig is the human meta rig that comes with rigify. I've seen tons of videos of it working. Why isn't it working on mine?  My character was made by creating different body parts and joining them together into the same object, then a texture was added by unwrapping them in texture mode.
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I cannot get background images to show up. From what I understand you add the background image, then set the view it shows up in and then use numpad to set your camera view, yet this does not work for me. I've tried the 'ortho' and 'persp' views, along with the 'front', 'back' and 'sides' angles using the numpad, but cannot see any image. Also, setting which view the image shows in has no effect.   I have also tried dragging and dropping a image in, with no luck. I understand I can also add a image to a empty plane, but even this way does not work.  On the other hand, when it comes to adding materials and textures to objects, everything looks fine in edit mode and the final render, so this is not a problem.
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Is there some way to render exactly whats in the camera view in the 3D view? By that I mean just like a screenshot really, all paths, lamps, and cameras, just like things look in the camera view. The reason I can't just take a screenshot is that I need an animation and it would be too cumbersome to take 1000+ screenshots!
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For instance, the Motorola Droid is as wide as the G1, but has more height.  Should I try to spread the UI out across the extra height found on the Motorola Droid?  How do others handle this problem?  I'm not using OpenGL, but a SurfaceView for a 2D game.
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I'm making a 2D (Android) game. Android devices vary quite a lot in screen resolution; what do I need to keep in mind when making my game?   Do I need to keep big versions of all images and scale down depending on the resolution (doesn't that waste space)? Do bitmap fonts scale well or do I need to use something else? Anything else I'm forgetting?
123655
I have this stick figure kind of guy doing a dance. He is clearly there in solid mode and texture mode:      But when I go into render mode or just try to render an image, it's gone:     I can't for the life of me figure out what inconsequential silly mistake I am making. I probably just need another pair of eyes to look at it.  Here is a link to the .blend file. Don't judge me, I'm trying to teach myself rigging and animation:
96568
mentions that it's possible to rotate and scale a selection while in Edge Select mode in the Properties panel. However, I can only find the option to transform the selection's median. There is no rotation or scale option in the panel.    How can I rotate and scale by entering a value in the panel in Edit Mode?