Screen resolution and which model to pick/set

when you develop an Android app in Unity do you:

  • check each different device option in unity to see if the screen resolution works?
  • than test it on the google nexus?
  • when you build it where to you set it so when you sell in the android app store it will
    only be able to be sold to the device it will work on?

lesfundi

You can’t define which devices it will work on basing on screen resolutions etc.
You can only define some general hardware requirements, which is done through the manifest.xml

if you make an app in unity and test it if the layout works on the different device provided the game window are you okay than to publish for the android store? Or do you need to set some specs on that in the android sdk?

if it is device specific, you can just add that to your description, such as “Optimized for Droid, Droid X” etc.

I don’t know if you may interested in the solution I adopted, maybe yes, so here it is: I bought EZGUI, and then I set up a camera with the HUD on it composed by EZGUI buttons. The buttons are camera’s children, so they stay fixed in their position all the time wherever the camera moves.

I also made a scene with the main menu with the same principle: buttons are no 2D but real 3D, in this case isometric, to make life easier.

This completely eliminates the screen dimension/resolution problem.

There is only a slight movement of buttons depending on resolution proportion of course: I placed the buttons for a “standard” resolution of 480x320, so if you have something more panoramic like 1024x600 then HUD’s buttons come a bit nearer from the side to the center of the screen, but really just a little, interface still looks perfect.

I am very satisfied with this solution and I think that Unity should incorporate something similar.