2D Toolkit Forum

2D Toolkit => Support => Topic started by: mitralone on September 18, 2014, 05:00:50 am

Title: iPhone 6 and iPhone 6 Plus screens
Post by: mitralone on September 18, 2014, 05:00:50 am
Hello,

I will update my iphone game which is setup to run on 4 and 5s to also work on iphone 6 and 6plus. What setting/override do you suggest for the camera settings? Also, shall I include iphone 6 size backgrounds for the 4 and 5 background images or shall I simply include the biggest size screen and expect iphone to size it down? Which one loses more quality? Is it worth including all resolutions?

Do you know when iphone 6 rescales the current games, will it report the screen size as iphone 5 1136x640 screen size or its native 1334x750 (2208x1242 for plus) size? I am manually setting up positions of sprites based on device (4 and 5 so far) but if the screen size reported back changes, then all my conditionals need to be rewritten.

Thanks for the responses in advance.
Title: Re: iPhone 6 and iPhone 6 Plus screens
Post by: unikronsoftware on September 18, 2014, 10:29:12 am
No idea, I dont have an iphone6 to test with, and I dont think many people do at this point considering its not released yet. I would imagine when rescaling it would simply report the size its scaling from, otherwise it wouldn't work on normal apps.
Title: Re: iPhone 6 and iPhone 6 Plus screens
Post by: mitralone on September 18, 2014, 07:10:31 pm
I just tried to see what my app does when scaled in Unity playing with the various override settings and in almost all settings, the app gets screwed due to placement of sprites at exact locations by code. If the phone does not report back as iphone 5 screen size, I believe I have quite a tiring update ahead. :(

Please let me know if you get a chance to test this.

Thanks
Title: Re: iPhone 6 and iPhone 6 Plus screens
Post by: mitralone on October 04, 2014, 05:37:27 pm
Bump!!!

Did anyone have a chance to see what iPhone 6s report back?

Mitralone
Title: Re: iPhone 6 and iPhone 6 Plus screens
Post by: zeitweise on February 06, 2015, 11:21:14 pm
Seems that iPhone 6 Plus reports back 1080 x 1920 (or 1920 x 1080 vertically). 1242 x 2208 (or maybe 2208 x 1242 horizontally).
Edit: Sorry for the confusion. This time I had the chance to test on a real device.


Edit2: Ok. Now I am confused as hell. Xcode seems to report 1080 x 1920 sometimes and sometimes 1242 x 2008. I am now catching this with two separate overrides but it is really strange.
Title: Re: iPhone 6 and iPhone 6 Plus screens
Post by: zeitweise on February 13, 2015, 09:52:59 am
On further investigation it seems to be like that: The iOS simulator reports a resolution of 1242 x 2008 but the actual device reports 1080 x 1920. Be aware of this. It can be quite important if you want to release an app ;)
Title: Re: iPhone 6 and iPhone 6 Plus screens
Post by: grit on May 18, 2015, 01:17:41 pm
Hello,

I can confirm zeitweise's post: When I call

tk2dCamera.Instance.TargetResolution

I get 1242 x 2208 from the iPhone 6 plus iOS simulator and 1080 x 1920 from the device (physical pixels).

This is problematic for the positioning of my interface elements on the screen, as I am calculationg with 1242 x 2208. Is there a way to get the render resolution (1242 x 2208) from the device as well or do I have to hard code the numbers (physical resolution / up scaling) in my code for placing my interface elements?

Kind regards.
Title: Re: iPhone 6 and iPhone 6 Plus screens
Post by: unikronsoftware on May 19, 2015, 09:47:14 am
Target resolution returns the screen resolution in pixels. When running on device it is 1080 x 1920, you'll have to handle it yourself if you want to deal with it differently.
Title: Re: iPhone 6 and iPhone 6 Plus screens
Post by: grit on May 20, 2015, 06:42:18 am
I see.
I just wanted to make sure, that there is no other function I could call to get the numbers I expected.
Thank you,
Grit.