Game Development Reference
In-Depth Information
compressing the visible area. If you run the editor player in full screen by clicking on the
Maximize on Play button ( ) and then clicking on the play icon, you
will see this change more clearly. Alternatively, you can run your project on a target
device to see the proper perspective output.
The reason I bring this up here is that if you used fixed bounds settings for your camera or
game objects, then these values may not work for every resolution, thereby putting your
settings out of range or (in most cases) too undersized. You can handle this by altering the
settings for each build or using compiler predirectives such as #if UNITY_METRO to
force the default depending on the build (in this example, Windows 8).
Note
To read more about compiler predirectives, check the Unity documentation at ht-
tp://docs.unity3d.com/Manual/PlatformDependentCompilation.html .
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