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Question by Pigghaj · Mar 08, 2012 at 02:30 AM · 2diphoneplane

2d game for iphone, use pixel perfect or not?

Hi everyone, I need some advice from some more experienced users.

I am learning unity and I am making a 2d puzzle type of game. Kinda looks similar to the well-known connect-4 game, or tic tac toe. So what I have is basically a game board with a bunch of round markers that I place in different formations. I have created the game with some mockup graphics and placeholders, but I feel its time to move on to the real graphics.

Now, I'd like the game to work on Iphone3, 4 and Ipad with the least amount of effort. Actually I'd like to have it work on Android too eventually, but iOS devices to begin with.

I have done some testing and found two possible ways, both with pros and cons.

  1. Use "pixel perfect". I've tried Sprite Manager 2 and pixel perfect settings and it looks good. Just like I want. However, the problem here is that I would need two sets of textures for all my objects, and possibly two sets of objects too? Maybe even two different versions of the game? One for iphone4/ipad and one for iphone3. And if I wanna go Android, I need even more versions? It looks great but feels like a complicated solution... or maybe there is an easy way I am not thinking of here?

  2. Make a texture for the highest resolution I need, place the on planes, and dynamically scale it to fit whatever resolution I want. In theory it should work and look perfectly fine on all systems with little effort. It does work, and it looks fine. However, it does not look as good as pixel perfect. Different levels of scaling adds small artifacts, especially on the edges of all objects, making them look a bit jagged. Definitely feels like the easiest solution, but not perfect. It just doesnt look as smooth as with pixel perfect textures.

So... anyone who has been through the process of making 2d games with unity for mobile devices? Any advice? Is there a third solution I havent thought about?

Or is it possible to make the textures placed on planes look better?

Or do you have any suggestions of how to make sets of textures for different resolutions in a fairly simple manner?

Any advice would be great! Thanks!

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avatar image HazeTI · Mar 08, 2012 at 03:35 PM 0
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Not really an answer.

On iOS devices it's easy enough to have one set of textures and scale as the resolution between 3GS -> 4/4S is double in both height and width. Same with iPad1/2 -> 3.

However on Android you have a wide range of resolutions so you won't be able to have different set of textures for each device.

Go for a solution where you can either scale to whatever resolution(with artefacts), or create some script to maintain an aspect ratio and create a border around the edges to create the screen size you want.

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