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"Resolution agnosticism" - Create a project without thinking on the resolution.
I'm currently making a small project. Due it's focus, I'm using both a Win7 machine with a 17" screen and a Mac Book Pro (One of those with a retina display). The final application should be deployed in an iPad aaand I'm testing it in a iPad mini.
So, as you can see, I'm using 4-5 different displays to develop this project, and in each screen is all different. As an example, a transformation that I apply to an asset: The asset turns and moves from position a to position b, being always inside the screen. In iPad half of the asset ends up outside the screen for its screen size is too small.
What I want, in sort, is being able to "tell" the camera the size of the screen, so it adapts itself to it, showing always the same content. I know I can ask for the current system's width and height, but I do not really know what to do with them.
unity is completely resolution agnostic, and all projects work like this. so you're done.
(in contrast IF YOU WANT TO WOR$$anonymous$$ with pixels on a specific device, it's a huge hassle and you need 2DToolkit form the asset store, in practice.)
NOTE THAT: when you make films, television shows, or computer games: different screens have different ratios. in other words some screens are wider than others.
{Indeed, there's even the case of people having multiple monitors, if you're talking desktop games.}
You must understand there is utterly no way to "automate" this. It would be like saying "oh I want something to automate what colors the designer chooses in the game"
it is utterly up to you, how you handle different screen widths. For example, you may choose to include a funny border on the screen if there is more available. You may choose to include a special feature like an overhead map on the extra space, for people who have it.
You may choose to "SPREAD OUT" the playing field, OR, you may choose to "stretch" the playing pieces -- if it's a board-type game.
(Carefully review the way Fieldrunners handle different shape screens -- astoundingly, EVEN THEY do not handle every shape perfectly, I've noticed.)
Again it is extremely confusing when people want to automate different screen ratios because you cannot automate that.
But as for resolution, Unity doesn't even know about it. You're all set.
please note: these sort of questions are hugely confusing unless you mention basically what type of game you are making. everything's utterly different with a shooter versus Scrabble, etc etc.
So, enjoy !
Answer by Owen-Reynolds · Jun 10, 2013 at 02:10 PM
You're really asking about AspectRatio.
The iPad "outside" bounds problem you're seeing is because the PC screen is more rectangular than an iPad screen, so things near the edge get cut off. Unity has tools to let you look up the AspectRatio, and some example code on how to use that value to help fix things.
But, as Fattie says, the answer is very much no. Look around the web for sizing games to various phones and you'll see it's aways a problem moving to different ratios of screens. Unity is slightly better at it, since you're encouraged not to count pixels.
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