Apologies as I'm sure this has been asked several times, but I've spent the last two weeks trying to understand tk2D overrides to create the results I want for my game, but I still don't really understand it.
Basically I'm trying to make a vertical scrolling space shooter, also trying to put it on mobile, and as such I want what I see in the camera's viewport at 480x800 to be the same as it is at 1080x1920 (just for example). But no matter what I try for an override, I can't get them to stay the same. Stretch to fit seems to kind of work (for portrait resolutions anyway) but I know that won't be uniform scaling.
I guess the question is if what my actual problem is is that I just need to set up platform-specific collections (i.e. 1x, 2x, 4x) and have a bounding box of sorts that just creates black bars when there's "overscan". I'll need the latter anyway, I just don't really understand how I'd make that. Ultimately I want the game screen/viewport itself to be visually consistent, so that people playing on smaller screens don't actually have a smaller playing field than people on larger screens.
Attachments showing current native resolution (480x800) and WXGA portrait (800x1280) using fit height are below.