I have a 2D game in Unity that is heavily based on images… This is my first Unity3D game and I am at a point where I will need to start caring about what device this is played on. I want it to be a Universal app that can run on all iOS devices from iPhone 3Gs and up.
I am hoping that you all could offer some “best practice” answers for this one Unity3D Project to be able to run on iPhone, iPod Touch and iPad Retina and non-Retina devices…
My game is a puzzle game. I got 5 rows and 5 columns of squares and then those squares are what the user interacts with in the game.
My question is what is the best way to toggle images so that they:
- Fit the screen perfectly
- Have the proper size and resolution to satisfy all the screen rez combos available.
Tell me if I am on the right path…
- My initial thought would be on start up to check the screen width and height from the start. From there I can determine what iOS device the user is running.
- My game does use a sprite sheet so I was thinking about having a couple sheets properly sized for the different resolutions. The iPad will need bigger sprites than the iPhone for example. My game deals with 5x5 rows of squares so the iPhone sprites will be miniscule compared to the iPad. I want to utilize the most screen space that I can.
- I’ll do the same thing for the background image that I use. Check resolution and load up the properly sized background.
- Will the positioning of the rows and columns of squares have to be calculated on the fly?
- Will the camera have to be adjusted? Right now I have it in Orthographic mode because that is what I’ve been hearing that 2D games should be in vs. perspective…
Lastly, do you know of any good resources or sites that deal with this?
Thanks for your help in advance.
Mike