We developing an app for iOS with Unity (Basic version).
On iPhone 4 we have low fps.
We want to use non-retina 320*480 screen size on iPhone 4 (and render buffer 320*480).
We think that will increase performance on iPhone 4.
We know how to do this in iOS app through code (as for example shown here openGL ES retina support).
How can we do this through Unity?
Are there any ways?
Open Unity3d and go to Player Setting of iOS:
Setting for iOS > Other Setting > Target Resolution > Select 320(iPhone).
If your app is not using Accelerometer then Disable Accelerometer Frequency.
Also in Optimisation : Script Call Optimization = Fast but no Exception.
Related
So I am using AIR to make a mobile version of a flash game. All the game graphics is transformed into Bitmaps, with the purpose of having high Frame Rates. Everything is fine, except for the iOS version of the game, specifically the iPhone version. On every iPhone I tested, the bitmaps have bad quality. If I play the game on any android device the quality of the game is perfect, same goes if I play on iPad.
I am open to any suggestion.
I would like to know how to include retina images for the iPhone 5 in cocos2d. I already have large images from the iPad version of the game. How do I do that ? Unfortunately there is not very much information on the internet, so I thought I'll ask here. I do not have a working iPhone version of the game yet.
This is built into cocos2d. Use xxx.png for standard resolution image, then provide a xxx-hd.png image and cocos2d will use that high-res version on Retina devices (including iPhone 5).
The file suffixes for iPad are -ipad and -ipadhd for Retina iPads.
I built and ran an iOS 4.3 app in Simulator. It initially brings up an iPhone 4 shell. Although all real iPhone 4s have retina display, this simulated iPhone 4 only has a resolution of 320x480.
I look in Hardware > Device. There's a checkmark next to the normal iPhone. So I'm using an iPhone 4 case but displaying normal iPhone resolution? I'm already confused!
iPad
✔ iPhone
iPhone (Retina)
I then switch over to iPhone (Retina). Strangely, it opens iPad with the same 320x480 resolution. Both the shell and the resolution are wrong here!
How am I supposed to turn Retina on and off and show it in the right shell?
iPhone (Retina) is the correct device to be choosing, but I'm not sure why Apple decided to use the iPad shell for that one. To enter 640x960 mode, go to Window > Scale and set it to 100%.
The iOS Simulator does indeed scale. I have no real reason to present on why it would choose the iPad shell, but the purpose of the scaling is to make sure it fits on your screen and stays (relatively) close to handset sizes. Be sure to check Window -> Scale and set it to whatever you find appropriate.
I have made the app in the larger resolution for iPhone4, and when I test it in 3GS it works/looks fine, the app scales DOWN accordingly. But when I test app on iPhone 4 it appears for reason to scale it down and then back up again creating a pixelated look. This applies to vector assets and text within the flash project as well which is even weirder in my opinion. My SWF is 640x920px.
According to this post support for retina-display graphics is not yet supported. The two output sizes are either low-resolution iPhone or iPad. To wit:
The current version of PFI produces apps that run at 320x480 on iphones and ipods or 1024x768 on ipads. Support for 964x480 is something we're looking into adding for a future release.
I just finish my iPhone game using cocos2d. But before I put it on the AppStore, I'd like to make it work on iPad (which have a bigger screen) and iPhone 4 (which have a bigger resolution).
So, how can I determine programmatically that my app is running on an iPhone, iPad or iPhone 4, to be able to use the correct coordinates / images in my game?
Thanks for your help!
Between iPad and iPhone — Already answered many times.
Between iPhone and iPhone 4 — The size reported is still 320×480, so you don't need to change anything about the coordinates. Create an #2x alternative for the images if you need a high resolution UI image.