How to define supported screen resolutions for an android game in unity?












0















I have a pixel art game that looks good at the reference resolution 480x800 pixels (use of pixel perfect camera) and any resolution bigger than that it will look ok with some blurring (i don't know if it's a problem or that how it works while scaled up) but for any resolution lower than that the pixels will look disorted , is there an option to prevent players with lower resolution mobile from downloading this game from google play ?










share|improve this question



























    0















    I have a pixel art game that looks good at the reference resolution 480x800 pixels (use of pixel perfect camera) and any resolution bigger than that it will look ok with some blurring (i don't know if it's a problem or that how it works while scaled up) but for any resolution lower than that the pixels will look disorted , is there an option to prevent players with lower resolution mobile from downloading this game from google play ?










    share|improve this question

























      0












      0








      0








      I have a pixel art game that looks good at the reference resolution 480x800 pixels (use of pixel perfect camera) and any resolution bigger than that it will look ok with some blurring (i don't know if it's a problem or that how it works while scaled up) but for any resolution lower than that the pixels will look disorted , is there an option to prevent players with lower resolution mobile from downloading this game from google play ?










      share|improve this question














      I have a pixel art game that looks good at the reference resolution 480x800 pixels (use of pixel perfect camera) and any resolution bigger than that it will look ok with some blurring (i don't know if it's a problem or that how it works while scaled up) but for any resolution lower than that the pixels will look disorted , is there an option to prevent players with lower resolution mobile from downloading this game from google play ?







      android unity3d google-play google-play-games pixel-perfect






      share|improve this question













      share|improve this question











      share|improve this question




      share|improve this question










      asked Jan 1 at 19:30









      Mr ZeroMr Zero

      517




      517
























          2 Answers
          2






          active

          oldest

          votes


















          1














          I know there is how, but I don't think this is the correct approach. Come to think of it: you are deliberately excluding a portion of your audience from playing for simply not having a target resolution.



          This is not how it's supposed to go. Limitations should be about hardware (and even so, there are some workarounds). I'd advise your to create different arts for each resolution you will provide support for, and then disclosing the fact that the art might be off in not supported resolutions somewhere in the game or the app page.






          share|improve this answer
























          • thanks for ur advice , but i think making multiple sprites is a hard way

            – Mr Zero
            Jan 2 at 14:38



















          1














          Instead of locking out users from playing your game I think a better approach would be to look at some other options first.



          You can set a reference resolution on the canvas in which your sprites reside, and set "UI scale mode" to "Constant pixel size" instead of "Scale with screen size" this way your sprites will always be in the resolution you want them to be, instead of getting stretched/compressed.



          Create multiple quality levels: By having your images in multiple resolutions you can choose which quality option should be used for which quality setting.



          If you still insist on excluding devices from downloading you game that is also an option. Google play store allows for you to exclude devices from downloading your application. You can do this under the "Release management > Device catalog." tab on your google console. For a more thorough explenation on this see the official documentation






          share|improve this answer
























          • the problem of resolution is not for ui elements but for in game sprites , thanks for the trick below

            – Mr Zero
            Jan 2 at 14:41











          • Have you tried setting the "Pixels per Unit" of the sprites instead? this dictates how the pixels scale according to one world unit. Meaning you can create a constant sprite size over multiple resolutions with this instead.

            – remy_rm
            Jan 2 at 14:46











          • yes i did , some sprites have disorted pixels in small resolutions , i took 400x800 cause i need more view in my game , my sprites are different in thier sizes 56 to 57 pixels in height , ppu i set it to 128 and it looks good for a 400x800 resolutions and more n except a weird problem i found it now a sprite from my sprites is disorted in a samsung core prime and looks good in an old samsung trend lite even that they have the same resolution 400x800

            – Mr Zero
            Jan 2 at 15:08











          Your Answer






          StackExchange.ifUsing("editor", function () {
          StackExchange.using("externalEditor", function () {
          StackExchange.using("snippets", function () {
          StackExchange.snippets.init();
          });
          });
          }, "code-snippets");

          StackExchange.ready(function() {
          var channelOptions = {
          tags: "".split(" "),
          id: "1"
          };
          initTagRenderer("".split(" "), "".split(" "), channelOptions);

          StackExchange.using("externalEditor", function() {
          // Have to fire editor after snippets, if snippets enabled
          if (StackExchange.settings.snippets.snippetsEnabled) {
          StackExchange.using("snippets", function() {
          createEditor();
          });
          }
          else {
          createEditor();
          }
          });

          function createEditor() {
          StackExchange.prepareEditor({
          heartbeatType: 'answer',
          autoActivateHeartbeat: false,
          convertImagesToLinks: true,
          noModals: true,
          showLowRepImageUploadWarning: true,
          reputationToPostImages: 10,
          bindNavPrevention: true,
          postfix: "",
          imageUploader: {
          brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
          contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
          allowUrls: true
          },
          onDemand: true,
          discardSelector: ".discard-answer"
          ,immediatelyShowMarkdownHelp:true
          });


          }
          });














          draft saved

          draft discarded


















          StackExchange.ready(
          function () {
          StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f53998325%2fhow-to-define-supported-screen-resolutions-for-an-android-game-in-unity%23new-answer', 'question_page');
          }
          );

          Post as a guest















          Required, but never shown

























          2 Answers
          2






          active

          oldest

          votes








          2 Answers
          2






          active

          oldest

          votes









          active

          oldest

          votes






          active

          oldest

          votes









          1














          I know there is how, but I don't think this is the correct approach. Come to think of it: you are deliberately excluding a portion of your audience from playing for simply not having a target resolution.



          This is not how it's supposed to go. Limitations should be about hardware (and even so, there are some workarounds). I'd advise your to create different arts for each resolution you will provide support for, and then disclosing the fact that the art might be off in not supported resolutions somewhere in the game or the app page.






          share|improve this answer
























          • thanks for ur advice , but i think making multiple sprites is a hard way

            – Mr Zero
            Jan 2 at 14:38
















          1














          I know there is how, but I don't think this is the correct approach. Come to think of it: you are deliberately excluding a portion of your audience from playing for simply not having a target resolution.



          This is not how it's supposed to go. Limitations should be about hardware (and even so, there are some workarounds). I'd advise your to create different arts for each resolution you will provide support for, and then disclosing the fact that the art might be off in not supported resolutions somewhere in the game or the app page.






          share|improve this answer
























          • thanks for ur advice , but i think making multiple sprites is a hard way

            – Mr Zero
            Jan 2 at 14:38














          1












          1








          1







          I know there is how, but I don't think this is the correct approach. Come to think of it: you are deliberately excluding a portion of your audience from playing for simply not having a target resolution.



          This is not how it's supposed to go. Limitations should be about hardware (and even so, there are some workarounds). I'd advise your to create different arts for each resolution you will provide support for, and then disclosing the fact that the art might be off in not supported resolutions somewhere in the game or the app page.






          share|improve this answer













          I know there is how, but I don't think this is the correct approach. Come to think of it: you are deliberately excluding a portion of your audience from playing for simply not having a target resolution.



          This is not how it's supposed to go. Limitations should be about hardware (and even so, there are some workarounds). I'd advise your to create different arts for each resolution you will provide support for, and then disclosing the fact that the art might be off in not supported resolutions somewhere in the game or the app page.







          share|improve this answer












          share|improve this answer



          share|improve this answer










          answered Jan 1 at 21:05









          krobelusmeetsyndrakrobelusmeetsyndra

          13915




          13915













          • thanks for ur advice , but i think making multiple sprites is a hard way

            – Mr Zero
            Jan 2 at 14:38



















          • thanks for ur advice , but i think making multiple sprites is a hard way

            – Mr Zero
            Jan 2 at 14:38

















          thanks for ur advice , but i think making multiple sprites is a hard way

          – Mr Zero
          Jan 2 at 14:38





          thanks for ur advice , but i think making multiple sprites is a hard way

          – Mr Zero
          Jan 2 at 14:38













          1














          Instead of locking out users from playing your game I think a better approach would be to look at some other options first.



          You can set a reference resolution on the canvas in which your sprites reside, and set "UI scale mode" to "Constant pixel size" instead of "Scale with screen size" this way your sprites will always be in the resolution you want them to be, instead of getting stretched/compressed.



          Create multiple quality levels: By having your images in multiple resolutions you can choose which quality option should be used for which quality setting.



          If you still insist on excluding devices from downloading you game that is also an option. Google play store allows for you to exclude devices from downloading your application. You can do this under the "Release management > Device catalog." tab on your google console. For a more thorough explenation on this see the official documentation






          share|improve this answer
























          • the problem of resolution is not for ui elements but for in game sprites , thanks for the trick below

            – Mr Zero
            Jan 2 at 14:41











          • Have you tried setting the "Pixels per Unit" of the sprites instead? this dictates how the pixels scale according to one world unit. Meaning you can create a constant sprite size over multiple resolutions with this instead.

            – remy_rm
            Jan 2 at 14:46











          • yes i did , some sprites have disorted pixels in small resolutions , i took 400x800 cause i need more view in my game , my sprites are different in thier sizes 56 to 57 pixels in height , ppu i set it to 128 and it looks good for a 400x800 resolutions and more n except a weird problem i found it now a sprite from my sprites is disorted in a samsung core prime and looks good in an old samsung trend lite even that they have the same resolution 400x800

            – Mr Zero
            Jan 2 at 15:08
















          1














          Instead of locking out users from playing your game I think a better approach would be to look at some other options first.



          You can set a reference resolution on the canvas in which your sprites reside, and set "UI scale mode" to "Constant pixel size" instead of "Scale with screen size" this way your sprites will always be in the resolution you want them to be, instead of getting stretched/compressed.



          Create multiple quality levels: By having your images in multiple resolutions you can choose which quality option should be used for which quality setting.



          If you still insist on excluding devices from downloading you game that is also an option. Google play store allows for you to exclude devices from downloading your application. You can do this under the "Release management > Device catalog." tab on your google console. For a more thorough explenation on this see the official documentation






          share|improve this answer
























          • the problem of resolution is not for ui elements but for in game sprites , thanks for the trick below

            – Mr Zero
            Jan 2 at 14:41











          • Have you tried setting the "Pixels per Unit" of the sprites instead? this dictates how the pixels scale according to one world unit. Meaning you can create a constant sprite size over multiple resolutions with this instead.

            – remy_rm
            Jan 2 at 14:46











          • yes i did , some sprites have disorted pixels in small resolutions , i took 400x800 cause i need more view in my game , my sprites are different in thier sizes 56 to 57 pixels in height , ppu i set it to 128 and it looks good for a 400x800 resolutions and more n except a weird problem i found it now a sprite from my sprites is disorted in a samsung core prime and looks good in an old samsung trend lite even that they have the same resolution 400x800

            – Mr Zero
            Jan 2 at 15:08














          1












          1








          1







          Instead of locking out users from playing your game I think a better approach would be to look at some other options first.



          You can set a reference resolution on the canvas in which your sprites reside, and set "UI scale mode" to "Constant pixel size" instead of "Scale with screen size" this way your sprites will always be in the resolution you want them to be, instead of getting stretched/compressed.



          Create multiple quality levels: By having your images in multiple resolutions you can choose which quality option should be used for which quality setting.



          If you still insist on excluding devices from downloading you game that is also an option. Google play store allows for you to exclude devices from downloading your application. You can do this under the "Release management > Device catalog." tab on your google console. For a more thorough explenation on this see the official documentation






          share|improve this answer













          Instead of locking out users from playing your game I think a better approach would be to look at some other options first.



          You can set a reference resolution on the canvas in which your sprites reside, and set "UI scale mode" to "Constant pixel size" instead of "Scale with screen size" this way your sprites will always be in the resolution you want them to be, instead of getting stretched/compressed.



          Create multiple quality levels: By having your images in multiple resolutions you can choose which quality option should be used for which quality setting.



          If you still insist on excluding devices from downloading you game that is also an option. Google play store allows for you to exclude devices from downloading your application. You can do this under the "Release management > Device catalog." tab on your google console. For a more thorough explenation on this see the official documentation







          share|improve this answer












          share|improve this answer



          share|improve this answer










          answered Jan 2 at 13:56









          remy_rmremy_rm

          1,479425




          1,479425













          • the problem of resolution is not for ui elements but for in game sprites , thanks for the trick below

            – Mr Zero
            Jan 2 at 14:41











          • Have you tried setting the "Pixels per Unit" of the sprites instead? this dictates how the pixels scale according to one world unit. Meaning you can create a constant sprite size over multiple resolutions with this instead.

            – remy_rm
            Jan 2 at 14:46











          • yes i did , some sprites have disorted pixels in small resolutions , i took 400x800 cause i need more view in my game , my sprites are different in thier sizes 56 to 57 pixels in height , ppu i set it to 128 and it looks good for a 400x800 resolutions and more n except a weird problem i found it now a sprite from my sprites is disorted in a samsung core prime and looks good in an old samsung trend lite even that they have the same resolution 400x800

            – Mr Zero
            Jan 2 at 15:08



















          • the problem of resolution is not for ui elements but for in game sprites , thanks for the trick below

            – Mr Zero
            Jan 2 at 14:41











          • Have you tried setting the "Pixels per Unit" of the sprites instead? this dictates how the pixels scale according to one world unit. Meaning you can create a constant sprite size over multiple resolutions with this instead.

            – remy_rm
            Jan 2 at 14:46











          • yes i did , some sprites have disorted pixels in small resolutions , i took 400x800 cause i need more view in my game , my sprites are different in thier sizes 56 to 57 pixels in height , ppu i set it to 128 and it looks good for a 400x800 resolutions and more n except a weird problem i found it now a sprite from my sprites is disorted in a samsung core prime and looks good in an old samsung trend lite even that they have the same resolution 400x800

            – Mr Zero
            Jan 2 at 15:08

















          the problem of resolution is not for ui elements but for in game sprites , thanks for the trick below

          – Mr Zero
          Jan 2 at 14:41





          the problem of resolution is not for ui elements but for in game sprites , thanks for the trick below

          – Mr Zero
          Jan 2 at 14:41













          Have you tried setting the "Pixels per Unit" of the sprites instead? this dictates how the pixels scale according to one world unit. Meaning you can create a constant sprite size over multiple resolutions with this instead.

          – remy_rm
          Jan 2 at 14:46





          Have you tried setting the "Pixels per Unit" of the sprites instead? this dictates how the pixels scale according to one world unit. Meaning you can create a constant sprite size over multiple resolutions with this instead.

          – remy_rm
          Jan 2 at 14:46













          yes i did , some sprites have disorted pixels in small resolutions , i took 400x800 cause i need more view in my game , my sprites are different in thier sizes 56 to 57 pixels in height , ppu i set it to 128 and it looks good for a 400x800 resolutions and more n except a weird problem i found it now a sprite from my sprites is disorted in a samsung core prime and looks good in an old samsung trend lite even that they have the same resolution 400x800

          – Mr Zero
          Jan 2 at 15:08





          yes i did , some sprites have disorted pixels in small resolutions , i took 400x800 cause i need more view in my game , my sprites are different in thier sizes 56 to 57 pixels in height , ppu i set it to 128 and it looks good for a 400x800 resolutions and more n except a weird problem i found it now a sprite from my sprites is disorted in a samsung core prime and looks good in an old samsung trend lite even that they have the same resolution 400x800

          – Mr Zero
          Jan 2 at 15:08


















          draft saved

          draft discarded




















































          Thanks for contributing an answer to Stack Overflow!


          • Please be sure to answer the question. Provide details and share your research!

          But avoid



          • Asking for help, clarification, or responding to other answers.

          • Making statements based on opinion; back them up with references or personal experience.


          To learn more, see our tips on writing great answers.




          draft saved


          draft discarded














          StackExchange.ready(
          function () {
          StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f53998325%2fhow-to-define-supported-screen-resolutions-for-an-android-game-in-unity%23new-answer', 'question_page');
          }
          );

          Post as a guest















          Required, but never shown





















































          Required, but never shown














          Required, but never shown












          Required, but never shown







          Required, but never shown

































          Required, but never shown














          Required, but never shown












          Required, but never shown







          Required, but never shown







          Popular posts from this blog

          'app-layout' is not a known element: how to share Component with different Modules

          android studio warns about leanback feature tag usage required on manifest while using Unity exported app?

          WPF add header to Image with URL pettitions [duplicate]