I have seen many threads that touch on areas of this topic, but none have fully clarified my understanding. So pardon me if this is redundant, but I thought I would layout my plan here to see if it checks out.
I’m building a game targeting 16:9 ratio at 4k & lower. My in game tile size is 1/576 of the screen.
This means 1 tile = 120x120px at 4k.
My plan is to design art assets in this workflow:
Illustrator art at 2X . (or 240x240px/tile)
Spine Skeleton at 2x .
Export atlases at a series of screen sizes such as: 2x, 1x, .5x
Then on game load, I will get the viewport size and load the corresponding atlases, and scale all skeletons to match the atlases.
This way in my thinking, I can cover most screen sizes lower than 4k and scale up if needed down the road for some reason.
Does this sound reasonable? Am I missing anything?
And a follow up - I’ve been looking for documentation on how to scale all skeletons at runtime.
If I want to scale all atlases and skeletons (100 or more) at runtime according to the viewport, could someone kindly show me an example? Can we set this as a variable somehow on game load, or do I need to specify for each skeleton? Thank you!