Using scaling to bypass Apple minimum requirements

Hi guys,

One question :slight_smile:

For .png smallest game character images we should follow Apple 40by40px minimum requirement, so user can touch it without problems.

So @2x.png is 80by80px, and @4x.png is 160by160px minimum.

I want some images to be smaller than 40by40px.

I have noticed that when I use xScale and yScale on 40by40px image, its rectangle in physics “debug” mode stays the same size (it looks like that - I am not sure).

Can I solve things that way (by using xScale and yScale), instead of using bigger transparent background around image smaller than 40by40px?

Waiting your reply.

Many thanks!  :slight_smile:

Ivan

You can’t scale physics bodies, however you can do custom shapes to make your own bigger area. However, I don’t think you need to do this. You want your touch target to be at least 40x40 which means adding transparency around your smaller object.  This will require you to do a custom shape so that physics affects the actual shape of your object and use the transparency as the larger touch target.

Rob

You can’t scale physics bodies, however you can do custom shapes to make your own bigger area. However, I don’t think you need to do this. You want your touch target to be at least 40x40 which means adding transparency around your smaller object.  This will require you to do a custom shape so that physics affects the actual shape of your object and use the transparency as the larger touch target.

Rob