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Question by Shnayzr · Sep 09, 2014 at 05:59 PM · c#androidiosbuildresolution

Q about Building my game for so many devices

Hello

i have already finished my 2D game by using C# but there is a problem:

i want to build my game on ios and android but there are a lot of devices which means a lot of resolution

so how can i solve this problem? so i dont need to stretch or shrink my images?

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avatar image Kiwasi · Sep 09, 2014 at 07:56 PM 0
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Have you actually experienced problems in your builds? You can adjust the resolution for each platform individually.

Please attempt to solve the problem first.

avatar image Shnayzr · Sep 10, 2014 at 04:57 AM 1
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i tried but i will need to stretch and shrink for every resolution i want.

but my images become soooo bad if i do that.

avatar image Subhajit-Nath · Sep 10, 2014 at 05:54 AM 0
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You don't stretch, just shrink and align according to different aspect ratios.

avatar image Shnayzr · Sep 10, 2014 at 09:06 AM 0
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2 Questions please:

Q1: can i shrink ALL of the images ins$$anonymous$$d of one by one?

Q2: Should i always before making a game, i make my images for the largest resolution and then shrink them ?

Thank you.

avatar image Shnayzr · Sep 10, 2014 at 01:04 PM 0
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any answer please?

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Answer by Ralph1989 · Sep 10, 2014 at 01:55 PM

Have a look to the accepted answer here. Make sure your textures are targetting the highest resolution from the device you are targetting. Will be the ipad resolution. and then apply the matrix scale over it.

http://answers.unity3d.com/questions/169056/bulletproof-way-to-do-resolution-independant-gui-s.html

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avatar image Shnayzr · Sep 10, 2014 at 03:23 PM 0
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but my images for example the Background doesnt have OnGUI function

and thank you for your comment

avatar image Shnayzr · Sep 11, 2014 at 04:11 AM 0
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i mean does that code work for any images? even background or i need OnGUI function which my Background and my other sprite dont have

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Answer by Shnayzr · Sep 11, 2014 at 12:56 PM

any answer please?

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