I have a Apple Touch 2nd gen with a 480x320 screen.
I set the Scene in Unity to be iphone wide 480x320.
I have setup a static camera (camera won’t move in my game) and have setup some static stuff and have stuff instantiating “off screen” flying into the camera visible area on screen. I have set things up so static stuff on the screen is positioned where I want it and I set the initial 3d coordinates for instantiated stuff so it is off screen when it materializes and then flies into the camera visible area.
When I run my game in Unity with Scene at 480x320 or on my Touch 2G all my static objects are where I want on screen and new objects are instantiated “off screen” and fly into the scene from the sides of the screen. All is good.
But if I switch to iPhone 4G 960x640 then, I think, my field of view changes.
Now I can see the “off screen” area where I instantiate the objects (before they fly into view when I was on the 480x320 Scene view).
Now I don’t have an iPhone 4g yet (or ipad) but what I see in Unity is not want. I want to maintain my “off screen” area regardless of screen resolution.
How can I maintain a consistent viewable area for the camera regardless of screen resolution?