Accounting for different apsect ratios - the best solution?

Hi everyone,

Our first Unity game is coming along quite nicely, but I think it’s finally time I fix this issue I’ve been facing since the first few weeks: Different aspect ratios.
If I design for a 16:9 ratio, players who choose 4:3 will get part of their scene cut-off. However, if I design for 4:3, players who choose 16:9 will have a bigger FoV and thus an unfair advantage.
I’ve done a bit of research and found this article, but I don’t recall ever seeing big black bars in games. I’m also not sure how I’d account for the placing of the GUI-elements if Screen.height doesn’t always line up with the top/ bottom of the game-view.
How is this issue usually handed? Any tips? =)

Thanks in advance,
Patrick

On my previous job we put background in there (because black border is um… black border ;-))
You can see something like that in vertical shmups where they usually put bg because native aspect was vertical (e.g. 9:16 instead of 16:9)

Hey Alexey,

Sorry for the late reply! Thanks for your input; it’s definitely something I’ll consider. However, isn’t there a more ‘elegant’ solution that doesn’t give me those bars?

Thanks and sorry again,
Patrick

it depends. If “will have a bigger FoV and thus an unfair advantage” is a problem (competitive game) i’d say go for bars 8). Personally i’m fed up with games that stretch 4:3 to 16:9.

I know what you mean, stretching it out is probably worse than some bars. =P I guess I’ll just go with that then, thanks!