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How to Port Game to iOS Device with same resolution in Engine ?
I'm Developing a 2D iOS Game for iPad ( version 4 above ) , using an Orthographic Camera . And i'm using 2DToolkit in order to make my 2d Gam objects. My problem is that when i Build/Run The Game on the device , The resolution Comes Down . its like extra scaling , which brings the quality Down . but the point is that , it will not be happened when i play the game on the engine itself . what should i do , in order to make this quality not to be changed ? is there any option i should change in the player settings ? or any scripts ? is there anything related to LOD ?
$$anonymous$$aybe some screenshots will help illustrate the problem you have. It's not clear if you mean the resolution of the textures has been reduced, or what.
Answer by GerryM · Nov 21, 2012 at 05:36 PM
Check your "Player Settings", under iOS (obviously), "Other Settings" - "Configuration" you can (recently) change the "Target Resolution". If it's set to auto it could scale down.
i already tried that way , the problem is it didn't affect the result . it was the same. i think it can be solved by some other ways , something related to Projection $$anonymous$$atrix ? or maybe with a bit of manipulating $$anonymous$$yCamera.Aspect ? I tried the second way , not precisely but i found a result that satisfied me . i tried this piece of code :
public Camera Cam1;
public Camera Cam2;
void Start () {
Cam1.aspect = Screen.currentResolution.width / (Screen.currentResolution.height * 2.22f);
Cam2.aspect = Screen.currentResolution.width / (Screen.currentResolution.height * 2.22f);
}
i know , there is a bit of problem with that offset 0.22f , it should be 2 ins$$anonymous$$d of 2.22f . actually , i'm testing the game on Samsung Galaxy S3 , and when i use 2 ins$$anonymous$$d of 2.22f , it makes goofs . with that offset it makes the result what i want , but for some devices , of course with different resolutions , not for all of Android Devices . and by the way , im using two camera , both beside each other , dividing the whole screen Vertically , each side should fits on camera view . thanks for helping