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iPad Mini resolution error

Discussion in 'iOS and tvOS' started by Tom01098, Sep 4, 2015.

  1. Tom01098

    Tom01098

    Joined:
    Jun 8, 2015
    Posts:
    42
    So, I have searched around for a long time about a fix for this, and have been unable to find one.

    I'm using Unity 5, and I'm running my build on my iPad Mini. From what I can find online, the iPad's screen is 1024x768, which I have set it to. Unfortunately, it does seem to be the correct aspect ration, yet everything in the scene is blurry.

    Does anyone know a fix?
     
  2. thecodes

    thecodes

    Joined:
    Jul 9, 2015
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    In the player settings what do you have set Target Resolution under the Other Settings section?
     
  3. Tom01098

    Tom01098

    Joined:
    Jun 8, 2015
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    It is set to Native Resloution
     
  4. thecodes

    thecodes

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    Is it a first gen ipad mini? If so, then everything is a a bit fuzzy on those. The non-retina devices are a touch ugly that way, fortunately they are slowly becoming less relevant and more importantly, people who use them are used to things looking that way.

    Are you making a 3D or 2D game?
     
  5. Tom01098

    Tom01098

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    The game is 2d, and is pretty abstract. I'm unaware of what gen my iPad is, but I assume it is a 1st gen.

    Weirdly enough, I haven't noticed the fuzziness on other apps, even ones I know have been made with Unity.
     
  6. thecodes

    thecodes

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    Do you have a retina device to test on as well? A newer phone perhaps, that you could deploy to also, just to take a look? The older 1024x768 ipads (huge or mini) are fuzzy.

    With a 2D game you might be able to draw tiles to specific sizes and ensure that are lined up on pixel boundaries (not sure though, I have no 2d experience).

    Seth
     
  7. Tom01098

    Tom01098

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    Jun 8, 2015
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    With a little testing, it does work with my iPhone 5. (By 2d, it's not sprite-based, it's just an orthographic, immobile camera)
     
  8. CrystalDynamo

    CrystalDynamo

    Joined:
    May 22, 2014
    Posts:
    120
    What DPI are the graphics ?
    What are the settings in unity for the imported graphic asset ?


    I have a background for my widest device and position menus and stuff for the interface based on aspect ratio and the edge of the camera.

    My images are say 72 dpi sized appropriately to go on that backdrop for instance. So I would have an image that would cater for wide screen at 72 DPI. Which would be wider than 1024.
    Then in unity I convert to say 16 bit color to save some space and drop the image size down 4096 , 2048, 1024 etc down down until it looks crap then back up one. Always testing the final product on the actual device to make sure it looks slick.

    For a super slick retina image you will need 2048x1536 for the full screen image. More for wide screen devices.
    It will scale down for older 1024x768 devices but will take up twice the memory to cater for retina.
     
    Last edited: Sep 8, 2015