Mobile keyboard breaking screen resolution on 2D

Hey all,

Im using the new 2D system os unity and i got some serious problem.

Its nice that 2D maintain the proportion, but heres what I got:

Even if the Screen.width shows like 576, the sprite of BG fitting the screen shows 1024 (for exemple). Thats not nice to make a responsive game for multiple resolutions.

But here comes the problem I need help:

I made a textinput and when I tap it and it calls the native keyboard, its like it share the screen size with the app and then, make the app resize down because the lack of space.

Here it is:

I think if theres a way to call the keyboard above the app, like in other layer or maybe stop the 2D resize it would stop it from crashing.

Thanks in advance :slight_smile:

The only thing I could find out is that you are able to find out how much of the screen th e keyboard is covering using TouchScreenKeyboard.area – Not sure if what you’re seeing is a bug or by design. I always thought the keyboard should overlay the content and not push it up.

Yep, thats really.
Already saw that link, but it doesnt help.

We really need it in a different layer. Thanks anyway :slight_smile:

Anybody else?

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