Hello there,
Any of you have ever successfully done an Animation inside Unity which is working in multiple device resolution?
I’m pretty sure it will broke since the positions are absolutes… but I can’t come up with an idea to solve this.
Anyone?
Hello there,
Any of you have ever successfully done an Animation inside Unity which is working in multiple device resolution?
I’m pretty sure it will broke since the positions are absolutes… but I can’t come up with an idea to solve this.
Anyone?
Resolution doesn’t affect position, only aspect ratio does. Your animations will be in the same position if it’s a low resolution or higher resolution, as long as the aspect ratio is the same. If it’s not, then areas of the screen will merely be cropped away. Pixels are not position, there being less of them doesn’t change the animation.
Ho, it seems I wasn’t precise enough
I’m changing the title right away.
I was speaking about the sprite resolution, not the screen, though it’s related.
If I make an animation involving multiple sprites parented to, say, create a character; and I want the images have a bigger resolution because it’s played on a retina device, the sprites will be bigger and the animation will be screwed because of the absolute positions.
edit : seems I can’t edit the thread title
Are you talking about switching in low resolution textures if your game detects it’s running at a low resolution?
Then all you should need to do is make sure the import settings on those different textures have their Pixels to Units adjusted in a way that keeps them the same size as eachother in the scene. Like if you had a 1024x1024 texture and it’s Pixels to Units was 100, then your 512x512 version of that texture should be set to 50 Pixels to Units.
Yup I’m talking about that, low resolution or high resolution.
The solution you’re providing is interesting, I’ll run some tests
Not sure about how physics will react but as far as I can imagine things, it seems to be ok… since the final size of assets will be the same (?)
Correct. Your scene scale is staying the same, it’s merely that the textures are being displayed at the proper scale relative to their resolution, for your scene layout,
Ok I have another problem with this.
The resolution/pixel to unit thing is nice and all with sprites, but what about meshes with textures? How do you manage that?
Invertex how would you handle the switching of textures if your animation is a “bone animation” where you have a character animating using a bunch of different sprites such as an arm, leg, hand sprite, etc. I currently have an animation using textures fit for an IPad but for that animation to look crisp on a Retina IPad I would have to swap out every single low res sprite for a high res sprite right?