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There are multiple ways to handle this issue, it depends on your game and what will work best. For example, on our game Tyrant Unleashed we simply made wide maps with unimportant detailing on the sides, so that it's okay to cut off the sides on narrower devices. However other games might be better with an approach where you actually shift buttons around or ...


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I'm doing this in a game I am currently working on. I have a background image that is 1140x720. The most important bits (the ones that should never get cropped) are contained in the 960x640 middle area. I run this code on the start function of my camera: float aspect = (float)Screen.width / (float)Screen.height; if (aspect < 1.5f) ...


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There are a few ways to tackle this issue, and there isn't a perfect solution (at least I haven't found one yet) and the type of solution you go with is going to depend greatly on the type of game you're developing. Regardless of you what you do, you should start off by picking the lowest possible resolution you'd like to support and build your sprites to ...


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I dunno from where you got the statistics, but Unity is known for 3D, not 2D. The 2D features are recently introduced. Anyways, to get to the solution, you need to first understand that unity is a game engine which completely depends on the camera for aspect ratio or any kind of thing which renders to screen. Only the objects which are in the view frustrum ...



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