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Clicker Genesis v0.4.7 Beta — resolution-change layout drift fixed at the root (Windows + macOS + Linux + Android)

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@neogentrics neogentrics released this 15 Aug 11:33
· 14 commits to main since this release

The resolution bug is fixed, and it had a single real cause

UI elements shifted position whenever the screen resolution changed. It was never bad anchoring.

Every screen's CanvasScaler ran matchWidthOrHeight = 0.5 — a blend of width-matching and height-matching. On any aspect ratio other than the 16:9 reference, that changes the canvas size in both dimensions at once. On a modern phone in landscape the coordinate space ended up as much as 114 units shorter than the layouts were authored against, dragging top- and bottom-anchored elements toward each other while left/right ones spread apart.

Switching to matchWidthOrHeight = 1.0 (match height) makes the canvas exactly 1080 units tall on every device. Vertical layout is now invariant; a wider phone simply gains horizontal room that anchors absorb correctly.

Measured across seven real device aspect ratios:

Device Vertical drift before After
2960×1440 (Android target) −76 units 0
Galaxy S25 Ultra −102 units 0
Pixel 8 landscape −114 units 0
iPhone 15 Pro landscape −102 units 0
iPad 4:3 landscape +167 units 0
Ultrawide 21:9 −148 units 0

Output at 16:9 is byte-identical, so nothing that already looked right has changed.

Known limit, stated rather than hidden: match-height means a screen narrower than 16:9 — a 4:3 tablet in landscape — loses horizontal units, so edge-anchored elements move inward. That is the correct failure direction, since phones and tablets in landscape are overwhelmingly wider than 16:9, but it is a real tradeoff rather than a free win.

Also in this build

  • Four screens had never received the responsive controller at all — Skill Tree (both canvases), Save Slots, and New Game Setup. The Skill Tree's main canvas was still carrying a portrait reference resolution on a landscape-locked game.
  • Android versionCode 1 → 2. It had never incremented across four Android releases. Google Play rejects any upload whose version code has not increased, so this would have blocked the first store submission outright.
  • Stripped a stray controller from the main menu's fade overlay, which it would have silently forced out of ConstantPixelSize.
  • README refreshed with current screenshots and the game's new mark — and 14 MB of stale PNGs showing a previous UI removed.

Installing

These builds are not code-signed, so your OS will warn you on first run. That is expected for an independent release, not a sign anything is wrong.

  • Windows — SmartScreen: click More infoRun anyway. Extract the whole folder before running the .exe.
  • macOS — right-click the app → Open (a plain double-click gives you no way past Gatekeeper).
  • Linuxchmod +x ./ClickerGenesis.x86_64.
  • Android — allow installs from your browser, then re-tap the APK. Turn that permission back off afterwards.

Full per-platform guide: https://gaming.recontowers.com/install/

Verification

The Android build is compiled from the dedicated _ScenesAndroid scene set, verified by matching the 11 scene files inside the APK against the 11 entries in the Android build list. All four platforms were built with BuildOptions.CleanBuildCache.