That means it will also multiply your width by 1.6875 which scales your width to 1139. In other words, unity will multiply your height and width by approximately 1.6875 because 640*1.6875=1080. So if unity scales by height, then it will nicely proportionately stretch your game's 640 height to match 1080 height. Think about what happens when Unity scales your game to an iPhone7 screen for example. However, it is wonderful to be able to resize them so readily. The characters don't look very painterly, and often are very cartoony. Vector art? I don't know if it's a particular kind or what, but it is the type of artwork which can be resized without problem. You also might want to look into something called. The quality loss IMO was worth the large performance boost for that particular game. I created the images in a massive size, shrunk them to a size slightly below how they'd appear, then enlarged them during runtime with a small bit of quality loss. This is a technique I did with my "Dragon" to save on resources.
You can do the same thing other games do, so there shouldn't be any real problem.Īlso depending on how they're drawn, you may or may not be able to actually have them smaller than they appear. Draw them as large as possible, and if you have performance problems which can't be avoided by things like cutting them into smaller pieces which form the whole- shrink them. Of course, unless I'm mistaken Unity doesn't even allow enormously large textures anyway. However, I don't know how Unity handles all of this stuff.
Most PC systems these days have 4GB to 8GB of memory, so it is hardly a problem even if you have tons of sprites and resources in memory. You will find that it is next to impossible to have very many massive sprites, fully animated, all while loaded in mobile memory. Even the best computer will not be able to load, reload, or stream enormous resolution images in the milliseconds needed to change animations during runtime. Load it? The memory required for one unique Dragon was upwards of hundreds of MB's. I once tried to animate a Dragon about that size in the most basic way possible, and my beast of a machine struggled to load it. Not because you cannot do it (it will animate flawlessly) but because 2D images which animate that large consume enormous amounts of memory.
You will be hard pressed to try to animate tons of sprites at 30fps when it is the size of 8192 x 8192. I'd like to further add that regardless of how people flaunt that "it doesn't matter the resolution", that is entirely not true.