Does anyone think what a pain supporting this device would be? for a standard 16:10 or 16:9 tailored mobile project, letterbox and pillarboxing would be too much and too ugly for this device.
And the LG G6 has an 18:9 aspect ratio. It will be interesting to see if this trend stays.
Watch me support this device with gorgeous, flat design, plain black edges for anything beyond 16:9.
Unity makes it relatively easy to support multiple ratios.
The iPhone started the smart phone app development era with a 3:2 ratio. iOS also includes 16:9 and 4:3. There have been Windows phone with 15:9. Add in 16:10 devices, plus 17:10 (apparently, not tried one), and now the multitude of new ratios as a result of virtual home buttons (I bet some will allow a choice of using the virtual button space, while others will not). You really need to be as flexible as possible.
My one hack has been a vertical shoot-em-up designed around 3:2 ratio in portrait orientation. I used a game logo banner to block off the additional space at the top of the taller screens to keep everything equal.
Hi all,
I resume this conversation why, however true that Unity can easily handle different ratios, the Samsung S8/S8+ have a full-screen mode that requires a specific optimization, otherwise the app/game results (in settings → display → full screen app) as “forced” to full screen, with also the words “this app may not work properly in full screen”. Did someone managed to handle it properly?
It seems like there is no documentation about the “Supported Aspect Ratio” in the Android player Settings, if I set Aspect Ratio Mode to Legacy Wide Screen, would the app just show black borders to present as a 16:9 screen? I do not own any super wide screen phone to test this. Thank you