I can't seem to get my app working full screen in iPhone X, it always goes to a letterbox. I am using Unity 5.6 compiling to X-code 9.2. If there is any simple fix I'm missing that would be awesome. Thank you!
What is your Launch screen type in Player Settings? I use type None on Unity 5.6.4 with Xcode 9.1 and get full screen on iPhone X.
Hey does anyone has an idea how to solve the notch problem and safe area on iphonex. I have provided a screenshot. It is working fine and full screen on any iphone devices including ipad but when i tested it on iphonex the character is hidden on the corner and the health bars was covered by the notch of the iphonex. Is there a settings on the unity players settings that could solve the issue or is there on xcode ?. Thank You.
I've set my "launch screen type" to "default", but I'm still getting the letterbox on iPhoneX: Unity 2017.4 + XCode 9.2. There appears to be conflicting information on this thread: one user says setting "launch screen type" to "none" allowed the iPhoneX to display fullscreen, while other users say setting it to "default" did the trick. I wonder if something has been updated in the Unity Editor that's causing this confusion? UPDATE: With my combination (2017.4 + XCode 9.2), setting the launch screen type to "none" allowed the iPhoneX to display fullscreen.
You can make use of UnityEngine.iOS.DeviceGeneration.iPhoneX Here's a script that you can attach to your UI elements to adjust their Y position(s): Code (CSharp): using System.Collections; using System.Collections.Generic; using UnityEngine; public class CheckIPhoneX : MonoBehaviour { void Start () { bool deviceIsIphoneX = UnityEngine.iOS.Device.generation == UnityEngine.iOS.DeviceGeneration.iPhoneX; if (deviceIsIphoneX) { Debug.Log("adjusting for iPhone X"); RectTransform myRectTransform = GetComponent<RectTransform>(); // get current X/Y float pX = myRectTransform.anchoredPosition.x; float pY = myRectTransform.anchoredPosition.y; // change value(s) to adjust offset pY -= 100; // set new values myRectTransform.anchoredPosition = new Vector2(pX,pY); } } }