What does native aspect ratio mean in Unity? - unity3d

What does the word native means here? What aspect ratio will be set if I choose native aspect ratio?

Native aspect ratio means that your game will always be rendered on the native (natural) resolution of the device. For example, an iPhone 6S Plus has a native resolution of 1920 x 1080, meanwhile an iPad Pro has a resolution of 2224 x 1668. If you choose native resolution and build for iOS, the resolution will be different between devices with different resolutions.

I am not sure but i think it means that you can either set your custom resolution for every device or native resolution i.e. the resolution that is available on the device.

Related

Unity3D 8th Wall XR, Make Camera Resolution To HD / FHD

With 8th Wall XR is it possible to make AR apps with camera resolution quality in HD or Full HD?
The camera resolution rendered will vary depending on the device being used.

For ARCore devices, the resolution is 1920x1080.

For ARKit devices, the resolution is 1280x720 for devices under iOS 11.3 and 1920x1080 for 11.3+.
For all other devices, the resolution is 640x480.
While there isn’t a way to change these resolutions at the moment, we are looking to provide a higher resolution for non-ARKit and non-ARCore phones in a future release.

What is the Apple TV target Resolution?

As mentioned above what is the target resolution for the Apple TV? For example like the iPhone 5 was 640x1136, and the iPad was 768x1024. I know that TVs vary in size so there is no definitive size. But maybe a recommended size would work to have a starting point. Like having a fixed height and adjusting the width of the app to fit the tv.
The Apple TV standard resolutions for a modern 16:9 television are:
1920 x 1080 (1080p Full HD, preferred if supported)
1280 x 720 (720p for a HD Ready television)
858 x 480 (480p SD)
The new Apple TV runs apps at a standard 1920x1080 resolution at a 1x scale. This means that, when building tvOS apps, the screen size, in points, that you must use when building your interface is also 1920x1080.
Have a look here: http://code.tutsplus.com/tutorials/an-introduction-to-tvos-development--cms-24848

Corona - how to accommodate different device resolutions whilst retaining quality for hi-res devices?

How is it possible to accommodate lower resolutions from Corona but primarily target high resolution devices?
I know you can specifically set content width and height via Corona, and scale the content, but this seems to be for scaling upwards (method detailed here http://blog.anscamobile.com/2011/01/use-dynamic-layouts-in-universal-builds-with-corona-sdk/).
I've been creating an iPad app but I'd not targeted any resolution - my app appears fine on iPad 1 / 2 and on iPhone 4, but not on the original iPhone.
There are two terms you need to pay attention to: dynamic content scaling and dynamic image resolution. The former refers to scaling the stage in Corona to fit on different displays, and the latter refers to swapping different versions of images on different displays. Here's documentation about both:
http://blog.anscamobile.com/2010/11/content-scaling-made-easy/#more-3756
http://developer.anscamobile.com/content/configuring-projects#Dynamic_Image_Resolution
First setup dynamic content scaling in config.lua so that the display will scale on different devices.
Then setup dynamic image resolution (also set in config.lua) so that you can swap in higher resolution versions of your graphics on devices with higher resolution. This is done through naming of the image files; basically, when you call newImageRect("image.png") in your code, it'll load image.png on lower resolution devices and image#2x.png on higher res devices.
(incidentally, while the dynamic image resolution configuration on the linked page uses the suffix "#2" I would recommend "#2x" because that is the standard suffix Apple uses. That is, in Corona you don't have to use Apple's standard, but it's less confusing if you do.)

What resolutions should iOS graphics be?

What pixels per inch settings do iOS 4 graphics need to be to support the high resolution display? Should I just use the standard 72, or should I specifically make images that are 320x480#163ppi and 640x960#326ppi? Or, should I just make images those dimensions and not worry about the resolution (i.e. leave it at the default 72)?
I'm not concerned about the iPad, only iPhone 3/GS, iPhone 4 and iPod Touch users.
Note
I realize this isn't about code, per se, but it is related to programming in so much as this is necessary for me to finish my iOS application ;)
Icon and image sizes are documented at https://developer.apple.com/ios/human-interface-guidelines/graphics/custom-icons/
326 ppi as that is the resolution of the retina display. They will resize/resample automatically on lower resolution displays.
Here is some more guidance:
http://mobile.tutsplus.com/tutorials/iphone/preparing-your-iphone-app-for-higher-resolutions/

Is it possible to detect DPI in iPhone OS, or Android?

I'm doing some research on making a game that will be able to scale its graphical resources to suit the DPI of whatever device it's on.
In order to do this, I would like to be able to query the DPI of the device, to appropriately scale the assets.
It's a 2D game, and the art style suits arbitrary scaling quite well.
example of what I would do with res/dpi combos:
iPhone/iTouch, at 320x480 (163 dpi) - text will be the normal size
iPhone4, at 640x960 (326 dpi) - text will be twice as large
iPad, at 768x1024 (132 dpi) - text will probably be capped at some minimum size, to take advantage of the greater screen real estate.
So, on iPhone OS, is there a way to query the screen's DPI?
(and as a side note - is this possible on Android devices at all?)
You can fetch this information in Android with the DisplayMetrics class.
I'm not sure if there's a direct way to get the DPI, as you generally don't need to know it. The UIScreen class does expose a scale factor. For iPhone <= 3GS and iPad it should be 1.0, for iPhone 4 it should be 2.0.
Sight compiled:
UIScreen *theScreen = [UIScreen mainScreen];
float scaleFactor = 1.0f;
if ([theScreen respondsToSelector:#selector(getScale)]) {
scaleFactor = theScreen.scale;
}
// use scaleFactor to determine size of fonts/whatever
But, the way the new OS is implemented in regards to differing screen resolutions means you usually won't have to custom scale depending on DPI. Things like images will either be scaled up or it will automatically choose a specially named higher resolution image, and drawing operations are also handled automatically (like drawing a 1point line now draws a 2px line on the Iphone 4). Fonts may be handled similarly, I don't think I came across anything font specific. Read up on the new docs for info:
http://developer.apple.com/iphone/library/documentation/iPhone/Conceptual/iPhoneOSProgrammingGuide/SupportingResolutionIndependence/SupportingResolutionIndependence.html#//apple_ref/doc/uid/TP40007072-CH10