I’m used to making support for different display aspect ratios by defining a 3:2 safe zone for the important content, pretty much like this.
Only now I’m building an UE4 game that needs to do this for more than UI (previous games had camera controls that solved much of the problem), and I feel like I’m not doing it in a decent way, actually I’m doing this (keep in mind, this works because all my cameras use ortograpic projection):
- Drag a cube to right to the front of the camera
- Constrain camera to 16:9
- Scale cube to be completely inside the camera’s view
- Change camera to a 4:3 ratio
- Rescale cube to fit inside the new view
Replacing a cube with a trigger box gives me something like this:
(and Nicolas Cage is a big plus)
HOWEVER, that feels so amateur-ish it makes me sad
How do you handle the multiple aspect ratios problem? How does it affect your workflow?