I'm struggling to get the cross platform (1x, 2x and 4x) spritecollections working.
I have included a project (
https://bitbucket.org/mygamingproject/displaycheck or download at
https://bitbucket.org/mygamingproject/displaycheck/get/54ea635e3900.zip) to hopefully show the issues I am having.
I'm targeting mobile and ios5.1 so I see my three derivatives being
1x = iphone 4 (960 x 640)
4x = iPad Air (2048 x 1536)
2x = everthing else
To demonstrate the issue i am having i have used some open game art by evo (
http://opengameart.org/content/2d-adventure-sprite).
The alien in this art will be the height
1x = 90px
2x = 180px
4x = 360px
Meaning the alien should consume somewhere between 15 - 23% of the height of the screen assuming in landscape.
I have a singleton that sit within a scene called "setup" that sets an object then persists throughout my scene as well as determining the ratios. This seems to be called correctly.
The issue I think i am having is the correct setup of the camera to sprite. If I setup my sprite to accommodate the alien, I click on the 1:1 button to ensure its pixel perfect and the scale drops to 0.05. The only way is remedy this is to zoom the camera scale or alter the scale of the sprite but this then doesn't work correctly with the resolutions.
The camera is prettyy standard setup as well
Native and Preview Resolution at 960 x 640 (my lowest and 1x supported resolution)
Pixels per Meter set to 20
Origin set to 1
Overrides set to
Matchby: Wildcard
Auto Scale: Fit to Height
Fit Mode: Center
I don't understand if the alien is 360px and height is 1536px the scale at 1:1 can be 0.05. Particularly when the camera and the imported assets have been imported at the same units.
Any help would be appreciated as currently I can't ignore this issue as the texturememory falls over on lesser devices if I just go with one.