Timeline for How to create and choose sprite sheet for different mobile screen resolution in Unity
Current License: CC BY-SA 3.0
11 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Jun 16, 2020 at 10:15 | history | edited | CommunityBot | Commonmark migration | |
| Oct 4, 2016 at 12:00 | comment | added | DMGregory♦ | Are you going for a pixel-perfect look? If so, have you read this article about selecting asset sizes and camera/layout for each resolution? | |
| Oct 4, 2016 at 11:56 | vote | accept | Ali Asad | ||
| Oct 4, 2016 at 10:24 | answer | added | Shraa1 | timeline score: 0 | |
| Oct 4, 2016 at 10:14 | comment | added | jgallant | I don't even think you should bother supporting 320x240 resolutions either. | |
| Oct 4, 2016 at 10:13 | comment | added | jgallant | That is up to your design decisions. In most cases you are better off going big, especially if you want to support large iPad display resolutions. Regardless you will need to package the sprites with the same executable on each platform, you could package all the smaller sprites too, but why bother when you can simply just use the higher resolution sprites. The only way around it would be to fetch your content on a CDN based on the user's device. I wouldn't recommend doing that. | |
| Oct 4, 2016 at 10:11 | comment | added | Ali Asad | Also, If i choose low resolution like 320x240. Would graphics when it displayed on high resolution screen i.e 2048x1536 (ipad 3). @jgallant?? | |
| Oct 4, 2016 at 10:10 | comment | added | Ali Asad | In that case while creating sprite sheet in photoshop, what resolution do i need to choose. | |
| Oct 4, 2016 at 9:48 | comment | added | jgallant | You can use the same sprite sheets in different resolutions. | |
| Oct 4, 2016 at 6:34 | review | First posts | |||
| Oct 4, 2016 at 9:09 | |||||
| Oct 4, 2016 at 6:32 | history | asked | Ali Asad | CC BY-SA 3.0 |