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Question by Jessy · Feb 20, 2011 at 02:50 AM · iosiphoneresolutiongeneration

How do you account for iPhoneSettings.generation not working in the Editor?

iPhoneSettings.generation always Unknown ((int)iPhoneSettings.generation is zero) in the Editor, but you need to adjust values based on resolution, like:

[SerializeField] float worldUnitsPerPixelSwiped;

void Awake () { if ((int)iPhoneSettings.generation < 7) worldUnitsPerPixelSwiped *= 2; }

What do you do?

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Answer by hypnoslave · Feb 20, 2011 at 07:08 AM

call me super cheap and hacky, but I'm just using a

if(Screen.width == (whatEverTheEarlyGenIPhoneRezIsIForget))
    doShit();
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avatar image Jessy · Feb 20, 2011 at 02:53 PM 0
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I like your pseudocode ;-), but unfortunately that only works if you set the size to one of the smaller pixel dimensions, in the Game View. I like to just keep it at 2:3 or 3:2, so it's as big on-screen as possible.

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Answer by Robindoo · Feb 20, 2011 at 07:13 AM

You have to export into your phone in order to test it out the iPhone generation. Unity remote cant detect whether your are using iPhone3GS or iPhone4.

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avatar image Jessy · Feb 20, 2011 at 01:57 PM 0
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And why not? Seems pretty important.

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