In order to submit an iPhone/iPad app, Apple requires screen shots from a 5.5" phone (1242 x 2208 pixels) as well as a 12.9" iPad (2048 x 2732 pixels).
I have neither of those — my newest iPhone is a 4.7" device, and my iPad is I think 2048x1536.
I was hoping Unity could fake it for me, but it doesn’t appear that I can drag my Game window bigger than my actual screen (and no, I don’t have a monitor that’s 2048 x 2732 pixels!).
Is there any neat trick I’m missing? Or do I really need to go drop $1500 on new Apple devices just to submit my game to the App Store?
You can most likely just get away with the largest you can at the correct aspect ratio and the scale the image to the required size.
Not perfect, but likely good enough - especially since those images will be viewed on an iPad with high pixel density, you’re unlikely to see any real difference.
If you using a mac I believe you can just right click on the picture and create a new one with the correct ratio. Best to start as high as possible though because small pictures will look strange on ipads.
Use Application.CaptureScreenshot and set the superSize var to larger than 1 (e.g. if you can get your screen to do exactly half the resolution, set superSize to 2).
There are some things to help get the best quality, such as have your textures at the right size for the larger image and turn mip mapping off.
What you can do is set the required resolution in the editor, then take a screenshot with the following editor script:
using UnityEditor;
using UnityEngine;
public class TakeScreenshot
{
[MenuItem("Tools/Take Screenshot")]
static public void OnTakeScreenshot()
{
Application.CaptureScreenshot(EditorUtility.SaveFilePanel("Save Screenshot As", "", "", "png"));
}
}