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> > Setting the scale of the layer to such an enormously high number isn't what you are after..
> > If you set the width of the bar to viewportright()-viewportleft(), however..
> >
> Yes, that would work, but I need not just that bar but the other items on the layer resized too, all of the score and life and health numbers. 1.3 isn't enormously high for a layer scale, it's only a third(ish) bigger. Can I scale a whole group of items so they're exactly the same relative size? If not, that's why I wanted to use a dynamic layer scale figure depending on the resolution of the players screen.
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Why would you use layer scale?
Everything does get scaled automatically..
You didn't want to scale the bar, you wanted to stretch it, that's the difference..
LittleStain No, I want to scale it, retaining the correct height as well for the bar, I could mock up the bar with some counters and text on it to make it appear more like an HUD if you need? If I stretch the bar, it would look odd when it has HUD items on it, and I would need to get those stretched too, which is why I need it scaling to the right width whilst retaining the correct height. I need the correct height to be retained when the width is met with the side of the screen. I can't see why scaling the layer would be the wrong way of doing this?