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Home/ Questions/Q 6739025
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Editorial Team
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Editorial Team
Asked: May 26, 20262026-05-26T11:26:19+00:00 2026-05-26T11:26:19+00:00

i created a game and released it, but really only tested it on phones

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i created a game and released it, but really only tested it on phones and the emulator. later on i downloaded it on a touchpad and it confined to a small box at the top. through some searching i found that adding this code to my manifest:

  android:resizeable="true"
  <supports-screens
    android:smallScreens="true"
    android:normalScreens="true"
    android:largeScreens="true"
    android:anyDensity="false" /> 

i got it to fill up the whole screen, but everything is now horrendously out of proportion. is there a better way of going about this? do i need a separate layout xml for phones and touchpads? do i need to rewrite my original xml from the ground up?

original
not exactly fixed

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  1. Editorial Team
    Editorial Team
    2026-05-26T11:26:19+00:00Added an answer on May 26, 2026 at 11:26 am

    Read this article:

    http://developer.android.com/guide/practices/screens_support.html

    By following the practices described in this document, you can create
    an application that displays properly and provides an optimized user
    experience on all supported screen configurations, using a single .apk
    file.
    …
    Your application achieves “density independence” when it preserves
    the physical size (from the user’s point of view) of user interface
    elements when displayed on screens with different densities.

    Maintaining density independence is important because, without it, a
    UI element (such as a button) appears physically larger on a low density
    screen and smaller on a high density screen. Such density-related size
    changes can cause problems in your application layout and usability.
    …
    The Android system helps your application achieve density independence
    in two ways:

    • The system scales dp units as appropriate for the current screen density

    • The system scales drawable resources to the appropriate size, based on
      the current screen density, if necessary

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