I’m new to Unity and trying to get my game on Android phones.
When I design in the scene view with Game Scene set to Free Aspect, everything seems well aligned.
But when I try to run it as a desktop application, with 800x600, the edges are all clipped.
I then selected Android platform with 480x800 and re-adjusted the elements and they do appear fine on the WVGA device, but I would really like to support as many resolutions as possible ( leaving asigned HVGA and lower) and elminate the issue I faced with the 800x600 display of the game.
Will Unity automatically take care of it or do I need to do it?
Do I need to set something specific to the Cubes and Spheres for the automatic device management?
Would be glad if someone can point me to some reads on similar lines.
You have to position the elements manually (so calculate the aspect ratio and reposition the elements).
If you are doing GUI, most GUI plugins have tools (e.g. NGUI has UIAnchor script) for aspect ratio related positioning.
As Agent_007 already said, you have to position everything manually.
In case of GUI it’s best to anchor the elements to a screen point (e.g. TopLeft, Center, etc.). Even with the builtin GUI you can do this.
And to ensure everything has a proper size on the device use texture atlases with different image sizes (e.g. NGUI can do this, the builtin GUI can’t).
In case of meshes you normally only have to ensure everything is visible with all aspect ratios (in the save area).
But if necessary you can also position meshes relative to the screen with Camera.ScreenToWorldPoint.
If you want to see how your game looks with different resolution while editing you can use my Editor Extension xARM.