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Asset Variations for Different Mobile Screen Sizes
Hey guys, got a bit of a big issue we are tackling right now, was hoping to get some thoughts or direction on this.
We are developing a game for Android and iOS, and we're having trouble getting our game to show up correctly at many different screen sizes, from the various phone screens to the larger "HD" screens. While we'd like to be able to use the same texture size for all platforms, it sometimes isn't ideal. For example, high res textures for tablets might be a waste to include on a phone.
Unity supports different import settings for an asset based on iOS vs. Android vs. PC, but there isn't a way (yet) to have different import settings for one screen resolution/aspect ratio vs. another. This seems like very desirable functionality so that we can include the smallest asset possible for each screen resolution we support to both improve memory usage and download size. Is this something that others see as an issue, and is it something that we could potentially code ourselves using Unity's editor API?
We have also considered just creating different textures for a particular asset and checking at runtime which texture to use, but we are very worried about this including every asset size in the build and thus bloating the package size. I suppose we could choose an asset dynamically at build time to work around this? Does that seem feasible?
Any insight or thoughts would be greatly appreciated. Thanks!
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I too am faced with exactly the same situation and look forward to any advice people have. We have 3 sizes of all our assets: Normal, HD, LD, and a standard na$$anonymous$$g convention for them, but have not figured out how to allow Unity to load the correct ones for the given platform/screen rez.
Answer by Ashkan_gc · Apr 28, 2011 at 05:58 PM
yes it's a really needed feature because different aspect ratios and screen sizes are really different and as you said using big textures is a waste on phones and using small ones on big resolutions is not possible.
I guess this is where the issue stands. Thanks for the info.
yes and surely unity guys are aware of this so there is hope for this to be solved. there might be something on feedback.unity3d.com and you can create a ticket yourself too.