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Unity does not natively support Java. There is scripting support for JavaScript, C# and Boo though. If you know Java the jump to C# is not that big. Also see this SO.SE answer. There however, seems to be a trick via a manual IKVM conversion from JAR to DLL that can work: http://answers.unity3d.com/questions/15308/can-i-access-java-code-from-unity.html#


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You can check SystemInfo.operatingSystem. The string should contain both OS name and version. Never tried on Android but should work.


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LibGDX has Viewport, which helps you do exactly what you are trying to achieve. You use the Viewport to specify where the Stage should be drawn and how big it is. The Viewport does not change the local coordinate system of the Stage itself, so you don't have to add an x offset to everything you want to include in the right hand stage (everything starts at ...


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The reason for this is most likely the different field of view (FOV in general or specific for Unity) in combination with the aspect ratio of the Android device. This thread covers the same problem: http://answers.unity3d.com/questions/23291/same-visible-area-regardless-of-aspect-ratio.html# The idea is to calculate the target FOV like this and apply it to ...


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If you are using Unity 4.6+ then you have access to its new UI system. If you ever used NGUI, which is a popular unity UI frame work, its based on that architecture I believe. This is a good tutorial on the subject of buttons and how they work. http://unity3d.com/learn/tutorials/modules/beginner/ui/ui-button Quick summary tho: In the scene create new ...



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