If you have access to Unity’s source code, can you please comment how the values of Screen.safeArea are determined?
On a Moto G7 Play, the width/height of Screen.safeArea match the values of Screen.width/height, which doesn’t look right. Now I wonder if this is caused by Unity or by the device.
Your feedback is much appreciated,
This is likely the default for all tablets and phones, unless there is a specific device flaw reported to Unity. Overscan loss was a big problem for NTSC game boxes, less of a problem for older HD TVs, and non-existent for most handheld devices.
But I expect you’re wondering about the “notch” devices like the Moto G7 Play. A cut-out for a speaker/camera/proximity/notification lamp seems like it could interfere with gameplay and should be cut from the “safeArea”.