1136x640 - iPhone 5 Resolution

So lets get the ball rolling…

How would one go about supporting this resolution in Unity? My guess is that we’ll need to use the new SDK to support that res?

Yes, should we, I suppose yes, a. check if device is iPhone5, then if yes, load level dedicated to it (universal app build). As the screen is taller I believe. So, I know we can check for device type. When will iPhone 5 be added?

It says iOS 6 will ‘letter box’ apps that don’t run at the 16:9 ratio.

I would think Unity will update 4.0 (and hopefully 3.5.5) with the new aspect ratio in the game window and the settings. Then we will have to deal with it just like we deal with different iPad resolutions.

In the mean time, could we open up the stats window in the game window and set it to “free aspect” then adjust the window size until the stat window reads “640 x 1136”, you can then adjust your GUI like this:

if (Screen.width == 640  Screen.height == 1136)

or

if (Screen.width == 1136  Screen.height == 640)

or use the aspect ratio that should look something like this:

if (maincam.aspect == 1.77)

or

if (maincam.aspect == 0.5625)

We’ve got plenty of resolution independant systems in place (we went from iPhone 3 to 4 to iPad to Android to Android Tablets), I was just curious if there would be a hotfix to allow support for it from Unity, since the sooner you get your foot in the door with iPhone 5 specific feature support, the better.

ok so my concerns are not critical.

Nice.
Great solution.

I’m using this to detect the different screens it seems to work well in the Unity game window:

	if((Screen.width*1.0)/Screen.height == 1.5 || Screen.height*1.0/Screen.width == 1.5) {
		//legacy iPhone aspect ratio
	}
	else if ((Screen.width*1.0)/(Screen.height*1.0) == 1136.0/640.0 || Screen.height*1.0/(Screen.width*1.0) == 640.0/1136.0) {
		//iPhone5 aspect ratio
	}
	else {
		//iPad aspect ratio
	}

I’d really like to be able to tell the difference between an iPhone 5 and the new iPod though. The iPhone 5 has a much beefier processor graphics, so I’d like to turn on some extra graphics effects for it. Besides sending data from Objective-C to Unity, is there a way to detect the iPhone 5?

Thanks,

It seems like every time a new device gets released everyone takes a crazy pill! Unity will of course be adding the required constants to detect device and iOS version. The AppController should already work fine with any resolution that Apple releases seeing as how it uses the screens bounds to set things up ([[UIScreen mainScreen] bounds]). Have a bit of patience and the Unity crew will get you all the tools you need!

To enable the full screen on the new devices, you also have to include a launch image named Default-568h@2x.png that’s 640x1136 pixels in your Xcode project.

Is Xcode 4.5 still bad to use with Unity 3.5.5?

@prime31 - Yup, but I really want to ship this so that it’s out there on day 1 of the new devices. So, I get to do some workarounds.

This is true, but on the Apple dev forums I read that also some some more changes to the Xcode project need to be made, otherwise touches in the border and top section of the 4inch screen would not be recognized. Can anyone confirm this?

I didn’t upgrade to Xcode 4.5 yet, and I would love to submit my current update asap. But I’m a bit anxious to submit an app that I’ve never tested on the real device.

Also: When adding the Default-568h@2x.png, will older Xcode installs (4.2, 4.3, 4.4) also produce apps that use this as a valid splashscreen?
(Probably meaning the iPhone5 would take care of this once it finds an image with this name in the app package, no matter what Xcode version you used?)

My concerns aren’t that my project won’t work, it’s that I want to support the new res asap :slight_smile: Apple have always done a great job of launching a new res and having old versions work correctly, no fear there at all.

LOL@CrazyPills Mike! Uahahah you made my day :stuck_out_tongue:

I wonder: If 960x640 is Retina Display already (my eyes won’t see the pixel) 1136x640 means a taller screen ? Same width, but more height right ?

Ok, that’s fine. I wonder why phones like the Galaxy S3 goes for a 1280x720, is its screen bigger than iPhone5 ?

What’s the point to increase again the definition on such small devices, I mean, if my retina won’t see pixels, will be there a point to develop future device with even more pixels in the same screen size ?

I doubt it, unless human eyes get cracked and start to see pixels even at that res, I guess the pixel per inch will stop here for a while now :slight_smile:

Breakdown, they made the physical device taller. That is why it has more vertical pixels.

Yes.

Yes.

Well, you still need anti-aliasing with current “retina” displays in order to remove jaggies, when viewed from a typical distance (not so much if you hold it at arm’s length). So it’s not true that you “won’t see pixels”.

That was never true…there is no specific limit, and they would have known this quite well by the 30s, since each frame in film (24fps) is flashed 3 times in order to have some perception of smooth motion (72fps), otherwise the black intervals between frames are too noticeable. The brain can recognize around 15 discrete images per second, but you need far more than that to experience smooth motion, which isn’t somehow a recent phenomenon.

–Eric

I was thinking the same but more in regards to running out and plunking down more cash for another phone.

With this I am waiting to buy an iPad 5 or iPad 6. Is it the iPad 4 that is out now? I’ve lost track.

What I want in the iPad is the OLED screen to use hiking. Ideally I wanted that in the iPod touch but since Apple ain’t going to add GPS to the iPod touch well I’ll have to get an iPad. I think they know GPS would cut into the sales of the iPhone too much. You can already see a big difference in a 5MP vs 8MP camera.

You must have missed the part where the iPhone 5 is now sRGB, so its the same as your iMac screen. It’s the first mobile device to actually have display colours uniformly. Each device had different white points (the 3GS vs. Retina, for instance… huge difference in whites)… Different gamma curves, and Android was an ongoing nightmare.

My interface already works with any resolution (since we had to support android, gah).

I saw that but ignored it as it just looked like an old X Windows variable name to me.

I’ll have to read more on this sRGB but another reason for wanting OLED was less power consumption.

The 16:9 movies such are a given but I neglected to notice that this must make porting 16:9 console games much more feasible with these improvements.

Just like @prime31 says, everything should work fine without much extra work. I’ll have more info in a few hours regarding if we need to publish with Xcode 4.5 in order for the 1136x640 res to work, or if we can just use 4.4. plus the splash screen.