What is the correct process is to setup a workflow for multi resolutions for ipad and iphone, - I'm sure this applies to android also.
This is the process as I understand it:
* Create the artwork at the highest resolution - so set a screen size of 2048 by 1536, and scale all other in-game assets to this.
* Export artwork 32bit transparent png.
* Import into game textures in Unity and set the target height in the sprite editor to 1536, ortho camera size to 1, and compression to reduced 16bit.
Then, setting the target height to 768, 960, 640 and 320 respectively and hitting 'Commit' in the editor will rebuild the atlases for all other hand held devices. I noticed though that if you tick the 2d camera checkbox these grey out - what is the significance of the 2d camera?.. wouldn't you still need to reset the atlas sizes?
Now...
From this point, do you have to make separate builds for each device, or do multiple resolutions build with as many as you want to group together? It must be the latter, because on the app store, you only see iphone, ipad or ipad HD.
If so, is this what you mean by 1x, 2x, and 4x in the Platforms tab because I couldn't grasp what this was about from the documentation alone.
Sorry to ask what might be an obvious question to some, but when you're starting out it can all be very confusing.
Thanks,
Harry