1
NGUI 3 Support / Re: "Best Practices" Question on UI Setups for Physically Different Sized Devices
« on: February 18, 2015, 03:34:23 AM »
I'm also wondering what a good solution is here. I just wrote my first game using Unity, and while the UI looks good on desktop monitors, on the phone it looks really small and the font is hard to read. A little odd since I set my UIRoot to use the Flexible method and not the Constrained or Constrained on Mobile options. I would think the same pixel dimensions used to draw everything would not look blurry regardless of resolution or dpi. Maybe the UI shaders somehow work really badly for windows phone, but the 3d part of the scene looks otherwise very nice.
Unless you want super large UI on your iPad (or otherwise low DPI devices) it seems like you'd need to have a low DPI UI and a high DPI UI. My 60x60 pixel buttons are decently sized on my desktop and surface pro tablet, but on the phone its sometimes hard to press because its so small. I also think you'd want to use different fonts depending on the DPI. Wish I knew what more people were doing, I see a lot of great games on the phone with crisp UI, and mine looks tiny and slightly blurry. (Of course I have a medium size phone with a larger resolution, and I developed the game with a 480x800 resolution in mind, although on the desktop)
One thing to try is developing 1 UI for a mid resolution phone, say WXGA (1280 x 720). Then lower resolution phones would have a slightly larger UI and higher resolution phones would have a slightly smaller UI. And lower DPI desktop monitors would have a more larger UI. But only 1 UI to try and work across various DPIs and resolutions...
Unless you want super large UI on your iPad (or otherwise low DPI devices) it seems like you'd need to have a low DPI UI and a high DPI UI. My 60x60 pixel buttons are decently sized on my desktop and surface pro tablet, but on the phone its sometimes hard to press because its so small. I also think you'd want to use different fonts depending on the DPI. Wish I knew what more people were doing, I see a lot of great games on the phone with crisp UI, and mine looks tiny and slightly blurry. (Of course I have a medium size phone with a larger resolution, and I developed the game with a 480x800 resolution in mind, although on the desktop)
One thing to try is developing 1 UI for a mid resolution phone, say WXGA (1280 x 720). Then lower resolution phones would have a slightly larger UI and higher resolution phones would have a slightly smaller UI. And lower DPI desktop monitors would have a more larger UI. But only 1 UI to try and work across various DPIs and resolutions...