Hi all,
I’ve made an android game, that I run with the default renderer using a fixed fit projection so that aspect ratios are kept, with a game.project resolution of 640x1136.
It works fine for everything but the cursor/finger (I use defold-input). When I try the game on a longer phone, I thus have black bars and for the cursor the coordinates are as if the game was stretched. As you can see below, reproduced on pc, the cursor has to be higher than the heart to trigger a collision, but the coordinates are right in order to spawn the animation (slash and blood) at the right place on the heart. Same with the swords if the screen is stretched horizontally.
I first thought the collision objects were going off screen, but from what I’ve read in the forum, I understand this is normal behaviour for fixed fit to have the input not included in the fit. However, since I only work with collision objects and messages (the cursor itself has a collision shape) and not coordinates calculations, how can I trick the system about the cursor position, so that it acts and creates collisions where it actually visually is ?
Thank you