It’s silly, but only now have I realized that some of my buttons may be too small on phone while they’re large enough on tablet. (Fortunately I’m still early on, so not a lot to change.) Currently, I’m testing using Device Simulator on iPhone 13 Pro Max and iPad 12.9 (2018), and on my own personal Lenovo Tab P11 Plus (just those for now to keep things simple). Only landscape mode will be used; portrait mode is disabled.
For the Canvas, I’m using “Screen Space - Camera”. For the Canvas Scalar, I’m using “Scale with Screen Size” with a Ref Resolution of 1440x1080, and a Screen Match Mode of 1 (matching height).
I’m trying to size the simulator window to semi-accurate physical sizes.
For now I’m just focused on the bottom-left Back Button. For the iPad, the back button seems fine / large enough:
But for the iPhone, I think it’s a bit too small:
For the iPad (and my Lenovo Tab), I’d prefer to keep the button the size it is currently, but on the iPhone I’d like to resize the button to be a bit larger.
Is this an appropriate way to handle this situation? If so, is there even a way to determine if the physical “height” (technically the width because Apple uses portrait mode as default) is small enough to warrant making the button larger?
These are inaccurate apparently:
float ScreenWidthInch = Screen.width / Screen.dpi;
float ScreenHeightInch = Screen.height / Screen.dpi;
The code example here apparently doesn’t always work:
Unity - Scripting API: Screen.dpi
Do I just have to personally get and store a list of device physical sizes (or a list of accurate DPIs) from manufacturers’ websites? Tbh, that seems like an unreasonable amount of work, or work that somebody else has already done.
Thanks for any help.





