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Problems with different Screens
I'm working on a 2.5d space shooter for the Android platform, and I basically made the game with 16:9 aspect ratio in mind. However, I want to put this game in the Google Play store where the game will be downloaded by hundreds of people with different devices running android. I want the game to basically look the same on all devices. Since the game I'm making is being made for wide screen audiences in mind, the game "won't look the same" on phone screens that have the standard smart phone size. Currently, I have a script that shows "black boxes" to make up for the screen differences. However, the game screen ends up looking extremely small on those devices. Is that how it should be? Or what am I doing wrong?
The code I'm using comes from this blog post. I converted the code from c# to JavaScript.
http://gamedesigntheory.blogspot.ie/...-in-unity.html
Here is the JavaScript code:
function Update () { //Set the following code to Start() function, when testing is done.
//Debug.Log(Camera.main.orthographicSize);
targetAspect = (16.0f/9.0f);
windowAspect= 1.0*Screen.width/Screen.height;
scaleHeight = windowAspect/targetAspect;
//cam = gameObject.GetComponent(Camera);
if (scaleHeight < 1.0f)
{
rect = cam.rect;
rect.width = 1.0f;
rect.height = scaleHeight;
rect.x = 0;
rect.y = (1.0f - scaleHeight)/2.0f;
cam.rect = rect;
}
else
{
scaleWidth = 1.0/scaleHeight;
rect = cam.rect;
rect.width = scaleWidth;
rect.height = 1.0f;
rect.x = (1.0f - scaleWidth)/2.0f;
rect.y = 0;
cam.rect = rect;
}
}
Ok here are some screenshots to visualize what I'm seeing:
This might be a dumb question, so bear with me. :) But can't you just put your game into landscape mode on those phones?
http://docs.unity3d.com/Documentation/ScriptReference/Screen-orientation.html
It looks like that would fit your game okay to me.
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