Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. Dismiss Notice

Odd Resolution Issue in build

Discussion in 'Android' started by artician, May 23, 2014.

  1. artician

    artician

    Joined:
    Nov 27, 2009
    Posts:
    343
    I am trying to publish one of my finished projects to the Android store, and I ran into this problem.

    I'm running Unity3.5.7 pro.
    I'm building to Android and iOS with the free licenses.
    I'm still building an unsigned debug version.
    My target device is an RCA 7" Tablet running aOS 4.2.
    I've published to iOS without issue.

    The problem is with my scene camera. As far as I know all mobile devices should scale the application to fit the screen unless they're specifically scripted otherwise, even if the result is distorted. What I'm seeing is a cropped view of the game, as though it's rendering the game at a resolution 2x larger than the screen.
    I'm using an orthographic camera, and I have some 2dtk work in this project so I'm using some of his helpful camera scripts for resolution and ratio overrides. I've made dozens of builds with combinations of configurations using such, and finally just output a build at the devices native resolution (1024x600), but all builds regardless of settings or resolutions look exactly the same.

    I spent 16 hours today troubleshooting this so I'm at a complete loss.

    Thank you!
     
  2. artician

    artician

    Joined:
    Nov 27, 2009
    Posts:
    343
    *bump*

    I ported a separate project to Android today and it did NOT have the same issue as I describe above, so any tips on what I might be able to check are appreciated.
     
  3. Agent_007

    Agent_007

    Joined:
    Dec 18, 2011
    Posts:
    899
    You script files have Screen.SetResolution calls?
     
  4. artician

    artician

    Joined:
    Nov 27, 2009
    Posts:
    343
    Yeah, I've made builds both with and without that. There was actually no difference.
     
  5. artician

    artician

    Joined:
    Nov 27, 2009
    Posts:
    343
    *bump*
     
  6. Jessespike

    Jessespike

    Joined:
    Jul 9, 2012
    Posts:
    44
    I don't have any experience with 2DTK, I've also never encountered this issue that you are describing. I would take a look at 2DTK's camera script while searching their forums for any possible answers.