Hello everyone, I have some scenes where there is 3d objects being rendered that are required to be seen fully. Is there any tricks to making sure that 3d objects are displayed regardless of the mobile devise width resolution? I'd rather not "zoom out" for all screens as it would look empty for the larger width resolutions. The only thing I can think of is try to control camera position based off detected screen resolution in code. I figured I should check before going down that path. Open to any thoughts/suggestions. Thank you.
#Best way to handle narrow width screens? (Mobile)
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Should be displayed fully regardless of mobile device if you design it around the aspect ratios. The problem you might run into is odd-size phones which unity provides a collection of these phone resolutions you can grab in the package manager I believe, or was it off the asset store.
Like there are some really freaking long phones out there, and it's hard to compensate for each of these varieties and sometimes just adding some boarders is what you'll want to do.
Otherwise an idea of giving a larger viewport for these wider phones which could be seen as an advantage, but if that's a problem then allowing all devices to be able to modify through options like FOV is an idea.