Author Topic: [Mobile] Multiple screen resolution support  (Read 5600 times)

droweed

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[Mobile] Multiple screen resolution support
« on: November 10, 2013, 09:14:19 AM »

What the best way to support multiple resolutions on android?

 - I've made a test UI run, and its not consistent on different device resolutions, even though I've set it 'FixedSize'.

 - Tried it with 'PixelPerfect' and its visually good, too tiny or too big effect though..
    -- if I go on this route, should I start my design on the highest resolution that I'm gonna support?

 * on some devices it appears blurry :(

ArenMook

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Re: [Mobile] Multiple screen resolution support
« Reply #1 on: November 10, 2013, 09:53:23 AM »
Fixed size keeps it the same size proportionally to height.

Pixel perfect keeps it pixel-perfect as long as the screen height is between min and max values.

This has been explained thousands of times on this forum already, just do a search.

droweed

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Re: [Mobile] Multiple screen resolution support
« Reply #2 on: November 10, 2013, 06:04:10 PM »
Thanks for the quick reply. I did a search and its kinda jargon on me, I'm new to unity and a pure designer, apologies to that..

droweed

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Re: [Mobile] Multiple screen resolution support
« Reply #3 on: November 10, 2013, 06:11:05 PM »
I did some mock up UI and it seems pixel perfect is what Im looking for,

I've created some animations' now I'd like to ask, regarding animations (included in ngui), will I need to tell my dev that he has to dynamically adjust animation coordinates if its on a different resolution? or the ones thats Ive made will work on different resolutions?

thansk

ArenMook

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Re: [Mobile] Multiple screen resolution support
« Reply #4 on: November 11, 2013, 12:20:17 PM »
Depends on what you're animating, and how. I wouldn't recommend adjusting coordinates on different resolutions. If you need something to go from the center of the screen to somewhere off to the side, I would suggest animating it so that the "somewhere off to the side" point is far enough so that it disappears on all resolutions. Alternatively you can use something like a TweenTransform with a target being an anchored object.