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How do you handle aspect ratio differences with Unity 2D?
One good approach is as follows (and FYI I use a 3D camera looking at 2D content positioned at z=0): Arbitrarily decide on a minimum “logical” display size in either pixels or tiles. This doesn’t need to correspond to any real-world resolution, but it should reflect the narrowest/shortest aspect ratio that you want to support.
Can a camera still use multisample anti-aliasing?
A Camera can still use multisample anti-aliasing (MSAA), which is a hardware feature, at the same time as post-process anti-aliasing. • None: This Camera can process MSAA but does not process any post-process anti-aliasing. • Fast Approximate Anti-aliasing (FXAA): Smooths edges on a per-pixel level.
How do you set camera size in Unity?
When you choose a camera format, Unity sets the the Sensor Size > X and Y properties to the correct values automatically. If you change the Sensor Size values manually, Unity automatically sets this property to Custom. Set the size, in millimeters, of the camera sensor.
What’s the lowest resolution you can get for unity?
Regardless of you what you do, you should start off by picking the lowest possible resolution you’d like to support and build your sprites to that resolution. So if you’re interested in developing for iOS, according to http://www.iosres.com/ the lowest iOS device resolution is 480×320.
What’s the best way to deal with aspect ratio?
The correct way to deal with aspect ratios and insert black letterbox/pillarbox bands is working with camera settings. There is a nice script on the Internet – AspectUtility.cs [ b] – which is very simple to use: just add it to every camera in your scene.
Do you need a wider aspect ratio for iPad?
This doesn’t need to correspond to any real-world resolution, but it should reflect the narrowest/shortest aspect ratio that you want to support. For example, for a landscape game I wouldn’t choose 480×320 because that’s a wider aspect ratio than the iPad.
Why is my aspect ratio not working on my PC?
Unfortunately you cannot count on this behaviour for two reasons: it only works on Windows (OS X stretches the screen), and the black bands on Windows are not refreshing (Steam popups will leave a trail over these bands). The correct way to deal with aspect ratios and insert black letterbox/pillarbox bands is working with camera settings.