Ipad Air Specific Problem (.WorldToScreenPoint)

Hi,

Currently we are using build 4.6RC2 of Unity, we have managed to build the game and it seems to working correctly on all our iOS test devices including the Iphone 6. Problem seems to be in our scenes with ipad Air (note we not tested iPad Air 2) we think the below code - . WorldToScreenPoint does not work as expected. In editor all is working correctly and no error messages. We are currently stuck and have no idea what it could be.

The below code is what we use for the character to drop, we think the issue is related to this.

void Drop (int index)
    {
        for(int i = 0; i < waypointsScreenPosition.Length; i++)
        {
            Vector3 screenPos = Camera.main.WorldToScreenPoint (new Vector3 (waypointsScreenPosition[i].waypoint.transform.position.x, waypointsScreenPosition[i].waypoint.transform.position.y - 0.5f, waypointsScreenPosition [i].waypoint.transform.position.z));
            waypointsScreenPosition [i].screenPoint = new Vector2 (screenPos.x, Screen.height - screenPos.y - 10);
        }
       
        newWaypoint = getDropWaypoint (index);
    }

Any ideas, Unity Devs?

Please file a bugreport with repro project attached to it.
Thanks!

Not filled a bug report just yet, after some investigation this maybe cause because the way the waypoint is set for a particular device. The ipad air has the highest screensize in turms of width and height. Had setting to iphone 5 wide in editor when manually settimg waypoints. So the points are being upscaled and therefore lose correct position if that makes some sense…

So is it best to target the ipad Air device and hope it will descale to iphone 5 lets say and the points will be in the correct positions,not sure how to approach this?

Cheers