#Can UI layout or input offset issues occur in a 16:9-only Unity PC game?

1 messages · Page 1 of 1 (latest)

supple notch
#

Can UI layout or input offset issues occur in a 16:9-only Unity PC game?
I am developing a PC-only indie game in Unity.

-The game will support only a 16:9 aspect ratio
-All UI uses Canvas Scaler (Scale With Screen Size)
-Canvases are a mix of Screen Space – Overlay and Screen Space – Camera
-The game supports Windowed, Exclusive Fullscreen, and Borderless Windowed modes

Given this setup, can UI layout issues, input offset issues, or screen stretching problems occur on different PCs or monitor setups?
Or is this configuration generally safe if the reference resolution and aspect ratio are fixed to 16:9?

maiden maple
#

It depends on how you plan to enforce the aspect ratio
If by stretching, then stretching will ensue

supple notch
maiden maple
supple notch
# maiden maple To support other resolutions you only really need to define anchor points for UI...

The Canvas Scaler is currently set to 16:9.
If we want to support other resolutions, we would probably need to use different options.
In that case, wouldn’t pixel-level adjustments cause significant differences?

I also assume there are many other issues that could arise—things I’m not fully aware of yet.

And honestly, in many cases, isn’t 16:9 sufficient? (In Indie game)
Monitors with ratios that don’t fit 16:9 would mainly be 4:3 or ultrawide screens, and I believe those users are relatively few.
As for 16:10, the difference is small enough that I think it can be reasonably accommodated.

maiden maple
supple notch
supple notch
#

The English translator is bad.
What I want is for the UI elements and text sizes to be the same across the entire screen.
It's difficult to support all monitor sizes and resolutions.

We plan to support only 1280x720, 1920x1080, and 2560x1440.

maiden maple
#

"Supporting" resolutions is not hard, you just need to configure how to scale the Canvas, and where UI objects are anchored to

#

Canvas Scaler has options whether UI is scaled relative to screen, physical size or pixels

#

Depending on your definition of sizes to "be the same"

#

Probably you want scale with screen size though
Then define matching width or height

#

Generally simply anchoring them to nearest corner of screen

#

This will require an hour or two of learning what scaling and anchors mean and how to use them
But it's worth the effort
Beats restricting your players out of their native screen resolution

#

If you don't want to bother with anchors, you can set the whole UI to just stretch to fit any screen size or shape
It will not look pretty, but it will not cause input issues or other issues really

#

Also, you don't need to support every screen resolution fully with your UI scaling

supple notch
maiden maple
supple notch
#

ok wait a s

maiden maple
#

As long as your UI scales okay to typical landscape screens which are very similar in proportions and optionally 4:3, you'll be fine
If it doesn't work well with phones or monitors in portrait mode I don't think anyone will blame you

supple notch
#

As I mentioned earlier, I'd like to address the resolution change first, not the aspect ratio change. For example, 19201080 -> 1280720.

I want something like this image.

maiden maple
supple notch
#

4:3 16:10 16:9 21:9 Should we just test this much?

maiden maple
#

Sure

#

21:9 is so wide I might not expect it to work perfectly without also implementing user-customizable UI
But as long as the game can be played on it, I would not worry

supple notch
#

Hmm, the 4:3 ratio actually feels like a significant change.
There's a lot to consider here.

Anyway, I'll try to support multiple resolutions as you suggested.