Get mobile screen size unity

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Get mobile screen size unity

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Mobile setup screen resolution recommendations

Discussion in ' Getting Started ' started by jshrekFeb 24, Search Unity. Log in Create a Unity ID. Unity Forum. Forums Quick Links. Asset Store Spring Sale starts soon! Mobile setup screen resolution recommendations Discussion in ' Getting Started ' started by jshrekFeb 24, Joined: Mar 30, Posts: What screen resolution should I start with, that will be best all around choice for all these platforms?

get mobile screen size unity

So to answer my own question, I finally realized that you don't really need to work with screen resolutions for mobile. For example for iOS and Android you can choose or and for BlackBerry when testing in the editor.

You then just need to make sure game looks proper and works right for those aspect ratios that you want to target and then let Unity worry about what happens after you Build it. Joined: Nov 24, Posts: 2, You should probably get a few testers with different devices to be on the safe side.

BitPax likes this. Okay so that brings up a good question What does "HD image" actually mean? Is a background of x going to be sufficient for most mobile devices including tablets? And what about say an image that is used as a button? How big will it resize until it becomes pixelated?

Just things I am wondering! I'm only referring to buttons and such smaller elements here; a background DESIGNED to fill the entire screen would of course be more appropriate to create at the target resolution.

But you'd probably want to go easy on huge images and tile smaller ones instead. Buttons and icons could probably be designed at the highest resolution required in most cases, and scaled down for phones with lower resolutions. If you consider the resolutions of the devices you want to support, what is the smallest phone resolution? If you can still see the elements, it's all good You can also get a rough idea of sizes for a Retina-style screen x and up by mocking up an iOS interface in Xcode and looking at the sizes there.

These are point sizes, so on a pre-Retina screen it's pixels, on Retina it's twice that size in each direction. If VRAM could be an issue, you'd want to supply quarter-sized versions of all images for lower resolution devices half width and sizeand use whatever means are available to you to select the one appropriate for the current device. It depends on how much you want to bloat the package, and if you want to support anything but the newest, shiniest hardware. Thanks orbBy using our site, you acknowledge that you have read and understand our Cookie PolicyPrivacy Policyand our Terms of Service.

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I'm using Unity 4. I'm making a game for Android and iOS devices. Since I'm pretty new to unity, I can't seem to find a way to work with different screen resolution.

I'm using c for my scripts. I want my game to run full screen. I've tested it on iPad 2 and it runs perfect but for iPhone 4 the sides are clipped and for iPhone 5 they are clipped even more.

get mobile screen size unity

What is the solution? Obviously this isn't always desired, so there's a couple of ways around this:. You can simply change the camera's aspect ratio to match the one you've designed your game around. So if for example you've designed your game atyou'd do something like this:. If you're using an orthographic camera, one important thing to keep in mind is that regardless of what screen resolution is being used, the orthographic camera keeps the height at a set value and only changes the width.

For example, with an orthographic camera at a size of 10, the height will be set to 2. With this in mind what you'd need to do is compensate for the widest possible camera within each level for example, have a wider background or dynamically change the Orthographic Size of the camera until its width matches what you've created.

GUI components are easier to implement simply by setting their position to depend on the screen resolution wherever needed. Since you said it looks perfect on the Ipad2, I'm guessing you've designed your game to use a aspect ratio, so the "clipping" you mention is just that your orthographic camera has widened.

The solution is to use one of the two methods I described above.By using our site, you acknowledge that you have read and understand our Cookie PolicyPrivacy Policyand our Terms of Service.

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Work With Different Screen Resolutions & Aspect Rations - Unity

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I'm using Unity 4. I'm making a game for Android and iOS devices. Since I'm pretty new to unity, I can't seem to find a way to work with different screen resolution. I'm using c for my scripts.

get mobile screen size unity

I want my game to run full screen. I've tested it on iPad 2 and it runs perfect but for iPhone 4 the sides are clipped and for iPhone 5 they are clipped even more.

What is the solution? Obviously this isn't always desired, so there's a couple of ways around this:. You can simply change the camera's aspect ratio to match the one you've designed your game around. So if for example you've designed your game atyou'd do something like this:. If you're using an orthographic camera, one important thing to keep in mind is that regardless of what screen resolution is being used, the orthographic camera keeps the height at a set value and only changes the width.

For example, with an orthographic camera at a size of 10, the height will be set to 2. With this in mind what you'd need to do is compensate for the widest possible camera within each level for example, have a wider background or dynamically change the Orthographic Size of the camera until its width matches what you've created.

GUI components are easier to implement simply by setting their position to depend on the screen resolution wherever needed.

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Since you said it looks perfect on the Ipad2, I'm guessing you've designed your game to use a aspect ratio, so the "clipping" you mention is just that your orthographic camera has widened. The solution is to use one of the two methods I described above.

You can see how it will look on each device within the unity editor fairly easily. If you go to the game tab what pops up when you press play in the unity editoryou'll see it has a device name, along with a resolution and aspect ratio. Changing this will let you see what it will look like at different aspect ratios.Implemented in: UnityEngine. Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

For some reason your suggested change could not be submitted. And thank you for taking the time to help us improve the quality of Unity Documentation.

Mobile setup screen resolution recommendations

Screen class can be used to get the list of supported resolutions, switch the current resolution, hide or show the system mouse pointer. Is something described here not working as you expect it to? It might be a Known Issue. Please check with the Issue Tracker at issuetracker.

get mobile screen size unity

Version: Language English. Scripting API. Suggest a change. Submission failed For some reason your suggested change could not be submitted. Static Methods SetResolution Switches the screen resolution. Publication Date: Returns a list of screen areas that are not functional for displaying content Read Only. Set this property to one of the values in FullScreenMode to change the display mode of your application. A power saving setting, allowing the screen to dim some time after the last active user interaction.By using our site, you acknowledge that you have read and understand our Cookie PolicyPrivacy Policyand our Terms of Service.

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The dark mode beta is finally here. Change your preferences any time. Stack Overflow for Teams is a private, secure spot for you and your coworkers to find and share information. I tried to use Screen. Width and Screen. Height but the objects were appearing way off the screen.

I realized that this was because Screen. There sure is, use ScreenToWorldPoint. Learn more. How to utilize Screen. Asked 5 years, 9 months ago. Active 2 years, 6 months ago.

scene window sizing to match game resolution ?

Viewed 4k times. I am trying to randomly instantiate things within the screen in Unity 2d I tried to use Screen. For example, this didn't work. Range -Screen. Zachooz Zachooz 11 11 silver badges 25 25 bronze badges. Active Oldest Votes. Formic Formic 5 5 silver badges 7 7 bronze badges. WorldToScreenPoint transform. Range -worldToScreen. Ismael Nascimento Ismael Nascimento 11 3 3 bronze badges. Sign up or log in Sign up using Google. Sign up using Facebook.

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Dark Mode Beta - help us root out low-contrast and un-converted bits. Linked 0. Related Hot Network Questions.Im making a game that is x resolution but when i set things up in the scene editor it looks good, but when i build and run items arent where they are supposed to be - if i were to make my scene window x would my "in game view" be accurate to when i build and run? Can you give more information about what type of items and how they are arranged?

I have an easy answer if you are talking about GUI items, but if you are talking about the scene, I'll need more information. This is only related to your question, not really answering it, so I add it as a comment: With Camera. ScreenPointToRay you can compute exact 3D positions for any given screen pixel, you might be able to use this if you are having trouble placing your objects otherwise. This function is still affected by resolution and aspect ratio, though.

Firstly, if you pull the Game Tab off into its own window you can then see what your camera is seeing all the time. Thia helps a lot for me when laying out a GUI. Secondly, If you notice under the Game tab it says "Free Aspect" in your image. In case you didn't know you can click on that area for a drop-down of resolutions so that your Game view is accurate. From here change "Default Screen Width" and "Default Screen Height" to xthis way your Game view in the editor will be x Also when creating your GUI if you expose the values for the x and y screen position of the GUI elements in question, then you can visually edit them by changing the values and previewing them in the Game view since it is not obscured by the Scene window if you pulled the Game tab off as suggested.

I see Julian led you in the right direction but I want to post this just in case anyone else experienced this while making a 2D game, I was having a similar problem where sprites would appear in the Scene window in the correct place, but when I would build and run the sprites would be resized and repositioned.

These sprites were children on a canvas and I toggled some settings under Canvas called Canvas Scaler to Scale With Screen Size and then there is an option for the x resolution. Attachments: Up to 2 attachments including images can be used with a maximum of To help users navigate the site we have posted a site navigation guide.

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Make sure to check out our Knowledge Base for commonly asked Unity questions. Answers Answers and Comments. Android OS message on app start. Unity does not change the size of the window 0 Answers. Assigning materials to objects from blender 0 Answers.Im making a game that is x resolution but when i set things up in the scene editor it looks good, but when i build and run items arent where they are supposed to be - if i were to make my scene window x would my "in game view" be accurate to when i build and run?

Can you give more information about what type of items and how they are arranged? I have an easy answer if you are talking about GUI items, but if you are talking about the scene, I'll need more information.

This is only related to your question, not really answering it, so I add it as a comment: With Camera. ScreenPointToRay you can compute exact 3D positions for any given screen pixel, you might be able to use this if you are having trouble placing your objects otherwise.

This function is still affected by resolution and aspect ratio, though. Firstly, if you pull the Game Tab off into its own window you can then see what your camera is seeing all the time. Thia helps a lot for me when laying out a GUI. Secondly, If you notice under the Game tab it says "Free Aspect" in your image. In case you didn't know you can click on that area for a drop-down of resolutions so that your Game view is accurate.

From here change "Default Screen Width" and "Default Screen Height" to xthis way your Game view in the editor will be x Also when creating your GUI if you expose the values for the x and y screen position of the GUI elements in question, then you can visually edit them by changing the values and previewing them in the Game view since it is not obscured by the Scene window if you pulled the Game tab off as suggested.

I see Julian led you in the right direction but I want to post this just in case anyone else experienced this while making a 2D game, I was having a similar problem where sprites would appear in the Scene window in the correct place, but when I would build and run the sprites would be resized and repositioned.

These sprites were children on a canvas and I toggled some settings under Canvas called Canvas Scaler to Scale With Screen Size and then there is an option for the x resolution. Attachments: Up to 2 attachments including images can be used with a maximum of To help users navigate the site we have posted a site navigation guide.

Make sure to check out our Knowledge Base for commonly asked Unity questions. Answers Answers and Comments. Can I customize the resolution window that appears at the start of my executable?

How to use the Screen. Possible to change screen res from script? Making an object resolution-independent 1 Answer. Partial viewing of iPhone screen 0 Answers.

Login Create account. Ask a question. Thanks in advance : edit i have a gui label with my game title as a texture. Best Answer. Not a full answer but: Firstly, if you pull the Game Tab off into its own window you can then see what your camera is seeing all the time.

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