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The easiest solution would be to create the graphics at the size of the highest resolution, but older iPhones have little memory so this solution would only work (smoothly) on the newer models. Instead you should target 2 resolutions. 1920 x 1080 for the iPhone 6(+) and 1136 x 640 for the 5(S). In this way you will only have to downscale for the iPhone 6. ...


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Before you do anything with your program, check which phone the app is on and edit the screen size based off that. Apple Developer site --> UIDevice class. this class lets you get software and hardware information about the specific device your running. then do a series of if else if statements that 1 by 1 compare, when it matches, it sets the display, ...


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In unity, SortingLayers (or camera layers for that matter) are not groups of object you should see them as tags : specifically for the sprites, sorting layers are used to define the order of render of the objects. you can go through all the sprite-renderers and check their layers and apply something to their transforms but that will consume "a lot"* of ...



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