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how to scale screen to all devices ?


  • MusicBoutiqueMusicBoutique Posts: 97Member, PRO
    edited October 2018

    I like to work from iPhone dimensions (although I know many prefer starting from iPad) I've attached a sample of starting from iPhone 6- if your background image is where the light blue square is and all your essential gameplay/buttons/text stays within the dark blue square then by selecting the aspect ratio to 'overscan' it should scale properly as a universal project on all device sizes...(at least all iOS up to iPad and latest iPhone X and I'm sure most android too..) I've found that if I can make something look nice on a smaller scale it looks great when expanded and I've not had resolution issues but I'm sure others might disagree - so maybe worth waiting for other opinions if there are any...

  • bob loblawbob loblaw Posts: 269Member, PRO

    @gatrif said:
    how to scale screen to all devices ?

    you can either use overscan or stretch. either way, you’ll have to use an actor at the start of your app to detect what screen size the output display is and then use logic on each scene to adjust the placement of actors (using overscan) or change the size and starting position of your camera (using stretch). for stretch you also would need to make sure your scene is wide (landscape) or high (portrait) enough to not show any dead space.

  • gatrifgatrif Posts: 60Member

    thank you very much

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