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Support / Re: Does 2D toolkit support multiple resolution support for mobile?
« on: January 11, 2014, 01:57:54 am »
Hey... just had a little project in corona sdk. they set the @2x and @4x with a "scale factor".
the scale factor is calculated simply by dividing the width of the "current device" by the width of "native resolutions.
what they suggest is that if the scale factor is greater than 1.5 you should use @2x and if it is greater than 3 use @4x
so you could do this by using Screen.width in Unity and dividing it by the width of your native resolution (which you set up with tk2d)
hope this helps!
http://docs.unity3d.com/Documentation/ScriptReference/Screen-width.html
the scale factor is calculated simply by dividing the width of the "current device" by the width of "native resolutions.
Quote
600 / 320 = 1.875 --Kindle Fire & Nook(from corona sdk blog)
640 / 320 = 2.0 --iPhone 5
768 / 320 = 2.4 --iPad
800 / 320 = 2.5 --Kindle Fire HD / Nexus7
1200 / 320 = 3.75 --Kindle Fire HD 8.9
1536 / 320 = 4.8 --Retina iPad
what they suggest is that if the scale factor is greater than 1.5 you should use @2x and if it is greater than 3 use @4x
so you could do this by using Screen.width in Unity and dividing it by the width of your native resolution (which you set up with tk2d)
hope this helps!
http://docs.unity3d.com/Documentation/ScriptReference/Screen-width.html