I’ve been going through this recently. It’s my third time round with unity. These types of matters, that we out of my hand, usually take sometime for them to sink through but I feel it finally has with me.
Basically, one thing to keep in mind is that Unity’s camera and game scene, are more proportional in resolution than exact representation. Let me give you an example.
I am working for mobile development. When I set the game scene to be 1536x738 it is. However, I could zoom my main camera to a very wide, or tight range. In which case, it could be argued that 1536 pixels of Unity world space is no longer in perfect match with the screen. However, proportionality is.
So, when I build a scene, in regards to renderers. I build the textures I use to be ideal for the largest resolutions possible. In my case, 2048x1536, iPad 3.
I use EZGUI, it has a SimpleSprite component that sets a sprite to be pixel perfect relative to a camera, zoom (orthographic size).
Once I set a sprite, I remove the pixel perfect effect. With different resolutions, the item would be scaled differently and I don’t want that. Now, I have sprites that are proportionally perfect to the scene view. Now when I run the game on any decide the scene remains perfect in relative proportion.
Key things to remember are
1)even if you camera is zoomed into an extremely tight amount, if you scale your item down to match I proportionality, it makes no difference than if your camera was zoomed at the perfect level to match the sprite scaled to one.
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build you atlas’ to represent on the largest resoltuion formats.
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it’s all relative. Cam zoom to sprite size.
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device physical size. If I have a resolution of 3million x 2 million pixels, it makes no difference if my decide if 3 inches x 2 inches.
Hope that helps you sort out in your head how the basics work.