Skip to main content

Questions tagged [aspect-ratio]

The ratio of the dimensions of a screen resolution. Always listed as the longer dimension first.

Filter by
Sorted by
Tagged with
1 vote
1 answer
1k views

When I draw art assets for a game, should I fill the whole tile/frame? Would it look good in a game if I use less than the 32 by 32 pixels of the canvas, like the picture below?: When I export this ...
NickNameNick's user avatar
0 votes
1 answer
252 views

Android has this document where they define thee terms for screen size, and pixel density such as screenSize="small", "ldpi". Here is the link to that document: https://developer....
Job_September_2020's user avatar
2 votes
1 answer
1k views

There are new "foldable" mobile devices such as Samsung foldable phones. Is there any way we can write a C# script in Unity to detect if the device is a foldable phone ? I try, but can't ...
Job_September_2020's user avatar
0 votes
1 answer
258 views

If I put Screen.orientation in Update to detect whether the device is in landscape orientation, will it affect the game's performance? ...
jasmine zhao's user avatar
0 votes
1 answer
115 views

I've made a cube in the corner of my screen always face forward: transform.rotation = Quaternion.LookRotation(Vector3.forward); If I hold my iPad upright, in ...
jasmine zhao's user avatar
0 votes
1 answer
5k views

What is my problem? I have started a new 2d game project in Unity and would like to allow for resizing of the window by the player. When resizing, I don't want black bars at any of the 4 sides (I ...
TeeGeeVee's user avatar
0 votes
1 answer
1k views

On Unity 2020.3.24f1: I created a 2D Core Project and changed to build on any Android device. Added a simple 2D Circle Sprite to my Scene. The Problem: I want my Game to run in 9:16 aspect ratio all ...
KarlTheGreat's user avatar
1 vote
1 answer
1k views

I created a game that, when I play it in Unity, looks like this: But when I build it in WebGL, the rightmost part of the screen (with the red player character in it) is truncated: Play it in-browser ...
Erel Segal-Halevi's user avatar
0 votes
0 answers
650 views

So i have a text UI using Aspect Ratio Fitter with Aspect Mode Height Control Width and i set anchor preset to stretch upward . To make it easier to understand , i want my text to stretch upward ...
i'm ashamed with what i asked's user avatar
1 vote
1 answer
958 views

I have a TextMeshPro GameObject, which I placed within the Canvas. The canvas is set to Scale with Screen Size and has a reference resolution of 1440x1080. The ...
sdfsd's user avatar
  • 113
0 votes
0 answers
151 views

I'm trying to develop a simple game using libgdx. The game works perfectly on emulator ( Nexus 5x API 26 x86 ). But when I generated its apk and tested on my phone(Samsung J7), the images somehow seem ...
Abhishek Agrawal's user avatar
0 votes
0 answers
18 views

new to game development and unity so hopefully someone can help. I want to make a 2D portrait mobile game that will have a grid of constant size where units can move on in Unity. This should support ...
Tonidero's user avatar
0 votes
0 answers
1k views

Before I start, I'd like to note that I work in the Unity Engine, but the basic theoretical stuff should be similar just about anywhere. It's not really hard to get the game's camera/World view or UI ...
Ultra Gamer's user avatar
0 votes
0 answers
164 views

I'm trying to port over a card game I wrote some years ago into Unity (2D, Orthographic). The game objects are placed correctly when I build and run in Windows, Linux, and Mac, for all the different ...
ExNASATerry's user avatar
1 vote
1 answer
227 views

I've been making a game where the player is on the ground and has to dodge objects falling to the ground. Since I'm using libGDX (But the question still applies to any other language/framework), The ...
Sarah's user avatar
  • 59
1 vote
0 answers
427 views

I develop the game with Libgdx framework. When I tried to deal with support multiple screen resolutions it turns out that Libgdx is not following Android approach how to deal with Screen sizes and ...
John Robinson's user avatar
2 votes
1 answer
665 views

I want that the screen looks the same on every Android device without distorting the sprites. One player should not see more of the map than another player just because they have a bigger screen or ...
ScottyP1's user avatar
2 votes
2 answers
2k views

I have been working with Unity for some time, and I am trying to get a better understand of the UI system. I am a mobile developer and am redesigning the UI but I am unable to achieve what I want. My ...
D4rWiNS's user avatar
  • 303
2 votes
2 answers
3k views

I have a bunch of objects which are generated in specific coordinates, let's say in a range of -5 to +5 on the X axis. I came up with these numbers because of camera size I have in Unity editor. What ...
Random generalist's user avatar
1 vote
1 answer
954 views

I'm having a bit of an issue when it comes to 3D- and 2D camera(s), in relation to a game's window resolution. I want to let the player choose from different window resolutions, either from a menu or ...
Daniel_1985's user avatar
5 votes
2 answers
8k views

I'd like my game to have the same aspect ratio at all cost, including keeping all UI elements fixed in the same place. I'm totally ok with losing screen space in the interest of fixing the aspect ...
Almo's user avatar
  • 6,738
0 votes
1 answer
120 views

On my screen I have drawn a box. When I adjust my screen size (to a non 1:1 aspect ratio) I get a rectangle. This is obviously something wrong with my projection matrix. I am attempting to keep ...
Joshua Katz's user avatar
0 votes
1 answer
109 views

I am using Unity. When I try the game out in the IDE everything looks pretty good: But when I am trying to play the same game on a device the quality becomes a great deal worse and you can see it for ...
hellomates's user avatar
11 votes
2 answers
33k views

I'm using Screen.SetResolution() But when I run in Android device, it shows the output image is stretched to fill up the full screen which I don't want. I want it to keep the aspect ratio properly. ...
elliotching's user avatar
1 vote
0 answers
2k views

I've been working on Top-down 2D pixel art project for quite some time. When I first started my project, I actually set application surface, display and game window to match 1:1 - with that said, the ...
Martin's user avatar
  • 11
1 vote
1 answer
380 views

When I start my game on Android my virtual joysticks stops being round. Here you can see it: Here is the project on PC at the same time: Here are my UI settings for the Joystick: Please, help me to ...
Yaroslav's user avatar
  • 771
1 vote
1 answer
2k views

I'm complately new to Unity, but I know what's going on, I've made some games with LibGDX earlier. In GDX, to handle all ...
Jacob's user avatar
  • 2,552
0 votes
1 answer
445 views

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 ...
Infergnome's user avatar
1 vote
1 answer
1k views

Background We’re working on a 2D mobile game. We want to publish the game on all apple devices which at least support iOS 7 and to all android devices which at least support Android 4 OS. These ...
Ali Asad's user avatar
  • 125
1 vote
2 answers
554 views

Now my game is currently use 3:4 aspect ratio ,which is 480*640 , so my game has the letterbox (I don't like stretch) on my android mobile and my friend mobile. I don't like letterbox, so I have just ...
nutversion1's user avatar
1 vote
0 answers
40 views

Let's say I have built a game for Android at the size of 480x854. If I test this on my device that has this resolution I suppose it will work and look property. But at a different aspect ratio will ...
Panagiotis Iatrou's user avatar
4 votes
1 answer
409 views

I'm a noob when it comes to programming Java apps, so I'm trying to make a very simple platformer game. All is running very well on the desktop project, but when I put the game on my Xperia, a strange ...
Jordi4321's user avatar
  • 147
0 votes
5 answers
2k views

I'm currently doing some game development and I've been curious about this situation for many years. Let's say your game has two resolutions: 640x480 and 800x600 (using small numbers just for ...
SaviorXTanren's user avatar
0 votes
1 answer
350 views

In my(Android) game, all of my sprites are scaled against to a particular ratio (this 'guide' ratio stays the same regardless of the actual ratio of the screen on which they are to be displayed) - ...
BungleBonce's user avatar
  • 1,937
1 vote
1 answer
650 views

i'm using a FitViewport to render my "game world". Viewport virtual dimensions are fixed 400x240. I use viewport.unproject method to scale input touches from screen ...
Davide Cattani's user avatar
0 votes
2 answers
904 views

I always thought that pixels were square... it turns out i'm wrong, and I am quite worried by this. This means that if I draw a circle, it will be round on my screen but it could be an ellipse on ...
Riccardo Vailati's user avatar
16 votes
1 answer
21k views

Basically, I want to know how I can remove distortion or stretching of the rendered image when the viewport/window size changes. The following images exemplify the distortion/stretching I'm talking ...
Nicholas Miller's user avatar
81 votes
13 answers
115k views

I've gotten a lot of answers to this question, but they are all generic and generally not very useful. None of the tutorials talk about aspect ratio and dealing with mobile devices and there are a ...
Michael's user avatar
  • 911
11 votes
2 answers
16k views

I'm having problems to show text on my game at same size on different screens, and I did a simple test. This test consists to show a text fitting at the screen, I want the text has the same size ...
Iñaki Bedoya's user avatar
0 votes
0 answers
1k views

In my game I am currently scaling the viewport so it retains the ratio of my development device like so: ...
BungleBonce's user avatar
  • 1,937
11 votes
3 answers
21k views

I'm hoping someone can help me understand the GLViewport and what happens when we resize it This will illustrate my confusion.... So, here I have a quad stuck in the middle of the screen. If I have ...
BungleBonce's user avatar
  • 1,937
1 vote
2 answers
2k views

My game is an Android game using OpenGL ES 2.0 (But this question could apply to any platform). I have read many questions on here regarding ratio management, and also read many tutorials outside of ...
BungleBonce's user avatar
  • 1,937
14 votes
1 answer
22k views

So I'm working on a game using LibGDX, and I have a problem. To make my game fit most resolutions, I created a base asset for each aspect ratio, for example, a main menu background image, I made it ...
Aon GoltzCrank's user avatar
0 votes
1 answer
104 views

I want my game to run on all Android devices in LANDSCAPE_FIXED mode, but this mode works only for some screen resolutions. ...
Hitesh's user avatar
  • 5
2 votes
1 answer
1k views

I'm learning LibGdx and I need some help with the camera. Let's see, I'm making a Chu Chu Rocket! clon to start. I've loaded a TiledMap (10x10), and I've created an OrthographicCamera to show the map....
Victor Buendía's user avatar
0 votes
1 answer
302 views

I am writing a mobile Android and iOS game. This game is similar to Doodle Jump, but without scrolling. In my game I display a background image that should cover the entire screen. On top of that I ...
erebel55's user avatar
  • 343
0 votes
2 answers
366 views

I'm working on my HTML5 game with Intel XDK. I'm stuck on making all devices display the same number of frames per second. The first generation iPad has a screen resolution of 1024 pixels ...
nats0128's user avatar
  • 121
2 votes
2 answers
131 views

Seam carving is an algorithm which allows for resizing images without major distortions. I think it might help to make games which would adapt to different aspect ratios/resolutions much easier. But ...
user avatar
-1 votes
1 answer
424 views

I'm making a game for android and would do it in 720p, but the phones got all different aspect ratios. Also thinking about a ios and windows phone port later. When the aspect ratio does not match, ...
t0rb's user avatar
  • 211
0 votes
0 answers
702 views

I have problem for supporting different aspect ratio in developing Mobile Game. I was developing on 2:3 screen which is iPhone 4 (Retina). When I use width and height for screen size and use fixed ...
PowerDDang's user avatar