I am currently developing a 2d mobile game on Unity and am wondering what the best way to deal with different screen sizes/resolutions is? I have seen solutions involving cinemachine’s dynamic camera or the canvas scalar and am wondering if one is better than the other and why or why not? Would love some insight on this topic!
You’re going to have to be a little more specific about what issues you’re trying to solve.
Check out Universal Device Preview on the asset store from Wild Mage Games. Its about $45 right now but goes on sale frequently. However, its so valuable for mobile i would say its worth it.
Or, to test the resolutions, the Unity “Device simulator” package is available for free (you can find it in the package manager) (it is in preview so you have to enable the “preview packages”)
I’m currently working on a 2D pixel art game using the Pixel Perfect Camera + Cinemachine. To ensure everything is pixel perfect I detect the native screen width/height in pixels to determine what the reference resolution should be. I’m currently supporting all 14 aspect ratios for iOS, macOS and tvOS, along with the standard 16:9. Maybe this is overkill, but I like the end result . Attached is my current chart with all of the specifics, along with an overlay of the screen size frames I use when laying out screens to ensure everything important is in the safe zone.

