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Showing posts from September, 2010

Controlling Aspect Ratio in Unity

Games made with Unity allow users to pick a screen resolution on startup through Unity's Display Resolution Dialog . While it's possible to disable this feature and force a game to use a particular resolution, it's generally not a good idea to deny users the ability to set the game's resolution to whatever they think is best. Such flexibility comes at a price, however, and one of the costs is the loss of control over the game window's aspect ratio. Differences in aspect ratio aren't necessarily a problem, but I think it's generally a good idea to keep things as consistent as possible regardless of the system on which a game is running. For the camera, such consistency ensures that what you see during development and testing is also what players see once your game is released: Objects visible from a particular vantage point will be visible on all systems, and those that aren't visible will likewise remain out of view. A consistent view across systems mea