Author Topic: How to handle multiple resolutions and platforms  (Read 4420 times)

Pip Robbins

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How to handle multiple resolutions and platforms
« on: September 21, 2012, 03:09:11 AM »
Hey guys,

I'v read through the forums and I know it has been covered, but I havent really found a clear answer.

Whats the best way to handle multiple resolutions on multiple platforms (iOS, Android, Web, PC, Mac)?

Using automatic will make it be pixel perfect but it wont work for examples like iphone 3 & iphone 4 as it will be double size or half size depending on which one it was originally intended for.

Using manual also has issues, for example scaling from ipad 3 to a PC monitor of equivalent resolution, the button on the PC would look huge because the pixel size is so much larger a PC.

Any suggestions? What is everyone else doing?

ArenMook

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Re: How to handle multiple resolutions and platforms
« Reply #1 on: September 21, 2012, 08:13:32 AM »
Split up the UI into modular components attached to different corners / sides of the screen using UIAnchor.

Pip Robbins

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Re: How to handle multiple resolutions and platforms
« Reply #2 on: September 22, 2012, 08:25:55 AM »
I understand that clearly, but that wasn't what I mean sorry.

I am talking more directly about physical pixels sizes.

E.G

iPhone 3 & 4
iPad 3 & monitor

So for the example of a ipad3 and PC with the same resolution, the pixel size for it to be clearly visible on the iPad 3, on a PC monitor would look horrendously large.

 

ArenMook

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Re: How to handle multiple resolutions and platforms
« Reply #3 on: September 22, 2012, 11:45:43 AM »
Yes it would. Your options at that point would be to either set UIRoot to not be automatic (and lose pixel-perfectness of the UI), or have different atlases -- SD, HD, UD.