SpriteKit iPhone/iPad different resolution, need same physics
Asked Answered
P

1

10

As I am porting an iPhone app that uses SpriteKit to iPad, I have been able to scale all the screen elements and font sizes using the height ratio of the iPhone 5 to iPad screen.

Everything looks proportional, except for the physics since there is more area.

So the question is, how do I scale the physics along with the screen using that height ratio?

Perhaps changing density or mass of all the nodes? How would I do it, mathematically using the ratio so that it is perfect?

Pipeline answered 14/2, 2014 at 23:24 Comment(0)
W
3

You can configure the SKPhysicsWorld object attached to the SKScene.
It changes:

  • The gravity property that applies an acceleration to volume-based bodies in the simulation.
  • The speed property determines the rate at which the simulation runs.

You can set those properties to values that seems good to you on an iPad. Changing the Physic World changes physics for all SKObjects.

Welby answered 21/2, 2014 at 10:54 Comment(1)
if I under tend you correctly, your solution is to have different value for gravityand speed for iPad and iPhone ? What about approach to set mass of object ?Cu

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