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My images are 64px to max 256px big. Mostly, I use them with a 0.5 scale and they look great. Since my project has a lot of images (and animations), I fear that on a phone the game will be slow or even 'hang' from time to time. To avoid this I suppose the best would be to use the images with a scale of 1. But when I use them like that, the image and its edges get pixeled very fast. I made some tests and it seems that an image appears to be sharp with 0.6 scale and less (this applies to the game area and menus). Is this a retina thing? What do I have to consider when preparing the graphics?

Also, is the iPhone 6 and 6 plus not supported? Does iOS and Android export to 1136x640, 1080p or 2K? The menus only accept 1136x640 pixels it seems. At least when I place a 1080p image I have to scale it down. I looked in the manual and didn't find any tips regarding the resolution of graphics. Appreciate you could explain how the software uses images and how they get prepared for the target displays.

Thanks in advance.

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Best case scenario is to design your games at iPhone retina resolution.  By scaling graphics down (using 0.5) you are actually using 300% more space than is needed, this will absolutely affect the game performance on mobile.  by using a scale of 1 (or higher when you can get away with it... think solid colors, gradients, etc.) you are getting the best quality on mobile possible.  Scaling down (inside BuildBox) will not make higher quality result on a real device.

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