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completely redid question to be less messy and confusing
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Supporting Unity2D - Horizontal Scaling to Support Various Aspect Ratios in Unity2D?

I've been reading around this subject for a few days, but I still have been unableam trying to work this out.

I'm trying how to develop a game in Unitysupport various resolutions for my Android devicesgame. I read a guide that suggested 'safe zones' that work for all aspect ratios, then have more decorative stuff around the edges which will only appear for some aspect ratioscome up with a solution, but that wasn't for Unity specifically. I'm having trouble working outdo not know how Unity handles this on its own - does it automatically stretch the game? doesto implement it letterbox?

I have tried this 'safe zone' idea, however I come up with various problems where the game doesn't scale as I expected.

For testingAutomatically, I have a simple backgroundam told that appears on the screen; the safe zone is one colour, and the borders aroundUnity vertically scales the edge are another colour. In theory, on different devices I should be ablescreen to predict where I will see this second colourmatch the screen, but this is often notleaving more room at the casesides.

In short, how do I make a Unity game that will work with different aspect ratios? How does Unity do it automatically? And what shouldcan I be using to test itchange this behaviour? (At the moment, I am using BlueStacks emulator, Unity Remote for Android, as well as buildinghoping to my Android phoneshrunk the game down till it fits horizontally, but I never getand filling it the result I expected)background above and below with more decorative features. How can I achieve this?

Any help will be massively appreciatedI'm sorry if there is an obvious answer, as I'm been getting quite frustratednew working with all the different answers I have found!

EDIT:Unity UI system.

SpecificallyIf it makes it any easier, themy game I am planning to make is mostly about interacting with menus, so many scenes will be purelyheavily based on UI, and nothing in the worldspace. Or is it better to make it a Worldspace UI? Will that make scaling for different UIs easierlocked in landscape.

Ultimately, I just want to display my game, without blurring, stretching, black bars, or slicing sections of the sides to make it unusable. Is this really difficult, or amBIG EDIT: I missing something? Iscompletely rephrased this as simple as designing my UI with a 'safe zone' that will work on any screen, with more decorative areas at the edges?

Something extra - the game will be locked in landscape mode, so that should makequestion because it easierwas so broad and messy.

Supporting Various Aspect Ratios in Unity2D?

I've been reading around this subject for a few days, but I still have been unable to work this out.

I'm trying to develop a game in Unity for Android devices. I read a guide that suggested 'safe zones' that work for all aspect ratios, then have more decorative stuff around the edges which will only appear for some aspect ratios, but that wasn't for Unity specifically. I'm having trouble working out how Unity handles this on its own - does it automatically stretch the game? does it letterbox?

I have tried this 'safe zone' idea, however I come up with various problems where the game doesn't scale as I expected.

For testing, I have a simple background that appears on the screen; the safe zone is one colour, and the borders around the edge are another colour. In theory, on different devices I should be able to predict where I will see this second colour, but this is often not the case.

In short, how do I make a Unity game that will work with different aspect ratios? How does Unity do it automatically? And what should I be using to test it? (At the moment, I am using BlueStacks emulator, Unity Remote for Android, as well as building to my Android phone, but I never get the result I expected).

Any help will be massively appreciated, as I'm been getting quite frustrated with all the different answers I have found!

EDIT:

Specifically, the game I am planning to make is mostly about interacting with menus, so many scenes will be purely UI, and nothing in the worldspace. Or is it better to make it a Worldspace UI? Will that make scaling for different UIs easier.

Ultimately, I just want to display my game, without blurring, stretching, black bars, or slicing sections of the sides to make it unusable. Is this really difficult, or am I missing something? Is this as simple as designing my UI with a 'safe zone' that will work on any screen, with more decorative areas at the edges?

Something extra - the game will be locked in landscape mode, so that should make it easier.

Unity2D - Horizontal Scaling to Support Various Aspect Ratios?

I am trying to work out how to support various resolutions for my Android game. I have come up with a solution, but do not know how to implement it.

Automatically, I am told that Unity vertically scales the screen to match the screen, leaving more room at the sides. How can I change this behaviour? I am hoping to shrunk the game down till it fits horizontally, and filling it the background above and below with more decorative features. How can I achieve this?

I'm sorry if there is an obvious answer, I'm quite new working with the Unity UI system.

If it makes it any easier, my game is heavily based on UI, and is locked in landscape.

BIG EDIT: I completely rephrased this question because it was so broad and messy.

added for info
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I've been reading around this subject for a few days, but I still have been unable to work this out.

I'm trying to develop a game in Unity for Android devices. I read a guide that suggested 'safe zones' that work for all aspect ratios, then have more decorative stuff around the edges which will only appear for some aspect ratios, but that wasn't for Unity specifically. I'm having trouble working out how Unity handles this on its own - does it automatically stretch the game? does it letterbox?

I have tried this 'safe zone' idea, however I come up with various problems where the game doesn't scale as I expected.

For testing, I have a simple background that appears on the screen; the safe zone is one colour, and the borders around the edge are another colour. In theory, on different devices I should be able to predict where I will see this second colour, but this is often not the case.

In short, how do I make a Unity game that will work with different aspect ratios? How does Unity do it automatically? And what should I be using to test it? (At the moment, I am using BlueStacks emulator, Unity Remote for Android, as well as building to my Android phone, but I never get the result I expected).

Any help will be massively appreciated, as I'm been getting quite frustrated with all the different answers I have found!

EDIT:

Specifically, the game I am planning to make is mostly about interacting with menus, so many scenes will be purely UI, and nothing in the worldspace. Or is it better to make it a Worldspace UI? Will that make scaling for different UIs easier.

Ultimately, I just want to display my game, without blurring, stretching, black bars, or slicing sections of the sides to make it unusable. Is this really difficult, or am I missing something? Is this as simple as designing my UI with a 'safe zone' that will work on any screen, with more decorative areas at the edges?

Something extra - the game will be locked in landscape mode, so that should make it easier.

I've been reading around this subject for a few days, but I still have been unable to work this out.

I'm trying to develop a game in Unity for Android devices. I read a guide that suggested 'safe zones' that work for all aspect ratios, then have more decorative stuff around the edges which will only appear for some aspect ratios, but that wasn't for Unity specifically. I'm having trouble working out how Unity handles this on its own - does it automatically stretch the game? does it letterbox?

I have tried this 'safe zone' idea, however I come up with various problems where the game doesn't scale as I expected.

For testing, I have a simple background that appears on the screen; the safe zone is one colour, and the borders around the edge are another colour. In theory, on different devices I should be able to predict where I will see this second colour, but this is often not the case.

In short, how do I make a Unity game that will work with different aspect ratios? How does Unity do it automatically? And what should I be using to test it? (At the moment, I am using BlueStacks emulator, Unity Remote for Android, as well as building to my Android phone, but I never get the result I expected).

Any help will be massively appreciated, as I'm been getting quite frustrated with all the different answers I have found!

I've been reading around this subject for a few days, but I still have been unable to work this out.

I'm trying to develop a game in Unity for Android devices. I read a guide that suggested 'safe zones' that work for all aspect ratios, then have more decorative stuff around the edges which will only appear for some aspect ratios, but that wasn't for Unity specifically. I'm having trouble working out how Unity handles this on its own - does it automatically stretch the game? does it letterbox?

I have tried this 'safe zone' idea, however I come up with various problems where the game doesn't scale as I expected.

For testing, I have a simple background that appears on the screen; the safe zone is one colour, and the borders around the edge are another colour. In theory, on different devices I should be able to predict where I will see this second colour, but this is often not the case.

In short, how do I make a Unity game that will work with different aspect ratios? How does Unity do it automatically? And what should I be using to test it? (At the moment, I am using BlueStacks emulator, Unity Remote for Android, as well as building to my Android phone, but I never get the result I expected).

Any help will be massively appreciated, as I'm been getting quite frustrated with all the different answers I have found!

EDIT:

Specifically, the game I am planning to make is mostly about interacting with menus, so many scenes will be purely UI, and nothing in the worldspace. Or is it better to make it a Worldspace UI? Will that make scaling for different UIs easier.

Ultimately, I just want to display my game, without blurring, stretching, black bars, or slicing sections of the sides to make it unusable. Is this really difficult, or am I missing something? Is this as simple as designing my UI with a 'safe zone' that will work on any screen, with more decorative areas at the edges?

Something extra - the game will be locked in landscape mode, so that should make it easier.

Source Link

Supporting Various Aspect Ratios in Unity2D?

I've been reading around this subject for a few days, but I still have been unable to work this out.

I'm trying to develop a game in Unity for Android devices. I read a guide that suggested 'safe zones' that work for all aspect ratios, then have more decorative stuff around the edges which will only appear for some aspect ratios, but that wasn't for Unity specifically. I'm having trouble working out how Unity handles this on its own - does it automatically stretch the game? does it letterbox?

I have tried this 'safe zone' idea, however I come up with various problems where the game doesn't scale as I expected.

For testing, I have a simple background that appears on the screen; the safe zone is one colour, and the borders around the edge are another colour. In theory, on different devices I should be able to predict where I will see this second colour, but this is often not the case.

In short, how do I make a Unity game that will work with different aspect ratios? How does Unity do it automatically? And what should I be using to test it? (At the moment, I am using BlueStacks emulator, Unity Remote for Android, as well as building to my Android phone, but I never get the result I expected).

Any help will be massively appreciated, as I'm been getting quite frustrated with all the different answers I have found!