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Question by Karsnen_2 · Feb 14, 2013 at 03:21 PM · mobiledeviceefficiencyporting

Protocols to port across various mobile devices?

Hello Devs,

We have been developing a game for iOS and totally focussed on that platform. We have realized that it has the potential to place itself on various mobile devices and hence this question.

As we have thought only about iOS, in order to port to various other devices - what are the protocols/checklist we should follow to port it successfully to other platforms smoothly.

I am thinking about all aspects of the game which would come from the resolution/dpi etc itself to changing the assets themselves for certain devices. My priority would be though, to make sure that the game runs across most of the devices.

I would like to answers which might even divert across to various webpages too. Anything that might help me. For example, I happen to realize that transparency is a kill on iPad. The initial version of Temple Run 2 worked well on the phone but struggled little bit on FPS on the iPad 3.

Thank you

regards, Karsnen.

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Answer by jogo13 · Feb 15, 2013 at 04:06 AM

One of the biggest suggestions is use Unity 4's ability to set resolution per device. For example Ipad 2 resolution still looks great on the Ipad 3 and uses 1/4th the horsepower.

For example, using the same resolution for ipad2,3: (ios, C#, untested)

 public void device_resolution()
 {
     if(iPhoneGeneration == iPad2Gen)
       {  Screen.SetResolution(1024, 768, true); }
 
     if(iPhoneGeneration == iPad3Gen)
       {  Screen.SetResolution(1024, 768, true); }
 
 }
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avatar image Karsnen_2 · Feb 17, 2013 at 11:32 PM 0
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Yep. Is there any sample script that I could see?

avatar image jogo13 · Feb 18, 2013 at 03:46 AM 0
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sure, see the edited original answer

avatar image Karsnen_2 · Feb 20, 2013 at 08:42 PM 0
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Thank you:)

avatar image Karsnen_2 · Feb 22, 2013 at 04:15 PM 0
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Hello Jogo13,

I tried to set the resolution it did work but

The entire screen was toned down to one quad and rest blacked out. I actually want it to stretch it to the whole screen. How is that possible?

avatar image jogo13 · Feb 22, 2013 at 05:56 PM 0
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are you using Unity 4? (it doesn't work in 3) I don't have 4 yet either, but i kept hearing that it worked correctly in Unity 4 :) ... you may have to do some more google searching.

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