For UI design in Unity, I am using Scale mode as Scale with screen Size
. When I am using some image and render the UI on larger screens. Images are displayed as pixelated images.
I read about and AssetBundle Variants
and want to use them.But I have doubt on how does Screen Density
helps me to select correct AssetBundle Variant.
As per this reference.
iPhone - 3.5 in, 320x480px results in selection of 1.0 (mdpi)
iPad - 9.7 in, 768x1024px also results in selection of 1.0 (mdpi)
So if both iPhone and iPad selects the same 1.0 (mdpi) version of asset bundle variant, Since I am using Scale with screen Size
mode for Canvas Scaler in my game. Won't the images still be pixelated since its just scaled the same image for different sized screens?
I searched in google but unable to find a blog or any example explaining these things clearly. Am I missing something in the process of using AssetBundles
or In choosing asset variant or preparing asset variant variant for Phone and Tablets differently..?