Pixel size is something you'd use if you were creating HD / SD atlases. One would have half the pixel size of the other. It's not something you should worry about if you're not doing dynamic atlas swapping based on the resolution.
Now that UILabels can accept dynamic fonts directly, what would the approach be for creating a retina resolution game? My assumption is that if the mock ups with retina quality art are using a 32 sized typeface, when setting the font size in the UILabel it needs to be half (16) to look right?
Edit: I must be doing something wrong, because my text looks blurry now, but it was crisp with the old method we were using.
Edit Edit: Got everything looking crisp again by setting the font to be double (retina) sized, the same size as the artist makes it, but then by scaling the UILabel to 0.5. The problem with this of course is that you have to fiddle with the UILabel dimensions, and it feels there should be a way to bake this in.
What's the best way of doing this? Should I go back to using a bitmap font where I can set the PixelSize? Is there some other way of setting the pixel size to 0.5 across the board for all UILabels?