Text appearing at different sizes on different mobile devices?

Hi,

this is my first question here:)

I am developing a mobile game and I have a guiwindow and gui label inside the window.
So far I am able to do that! but as I run on htc sensation xl i get the text size as I want , but text appears too small on samsung s3 for example.
I know that s3 has a higher dpi than snes xl and that must be causing the problem.
So how to handle this? or if any other reason causing this?
thanks:)

I had a question concerning this issue, check it [here][1] [1]: http://answers.unity3d.com/questions/360901/editor-timeline-create-his-personnal-gui-timeline-.html

1 Answer

1

Exactly it’s because of the resolution and if you want to be adapted to resolution or be resolution independent then you should either scale your GUI using a code like the one below or use text image on a plane in 3d or use a solution like NGUI for your game.

To scale current GUI for the same ratio but different resolution you can do something like this

void OnGUI()
{
var temp = GUI.matrix;
GUI.matrix = Matrix4x4.TRS(Vector3.zero,Quaternion.identity,new Vector3(MainRes.width/Screen.width,MainRes.height/Screen.height,1));
GUI.Label();
//some other gui code that you have
GUI.matrix = temp;
}

For different ratios you should either scale based on width or height, height is prefered most of the times.