title: Hardware resolution scaling issue in Unity Android game
body: <p>I created an Android game using Unity5.4.0f3,</p>
  
  <p>I made a scaling segment of code to adapt cards to different screen sizes that takes the width of the screen, then calculate the ratio between the screen width and a reference width (800) and then scale the cards on my screen to this ratio using <code>transform.localScale</code>.</p>
  
  <p>On some devices the scaling doesn’t apply correctly and the cards are very big, and I get this warning <code>“Hardware resolution scaling not supported, falling back to software scaling (blit)”</code>, although scaling might be correct in other GUI objects</p>
  
  <p>I searched this problem on the internet, as some suggested </p>
  
  <p>1-  Upgrading Unity edition so I just installed the beta edition Unity2017.1.0b10, but this didn’t work for me 
  This problem occurred on certain devices such as Galaxy Note 3 
  If anyone has solved a problem like this before please share your experience. </p>
  
  <p><img src="https://i.stack.imgur.com/bmXBm.png" alt="This Image shows the card at the center of the screen very large it should appear almost half this size when scaled"></p>
  
  <p>I apply the scaling when a card is dragged from hand and released at the center of screen. </p>
  
  <p>Here is the code:</p>
  
  <pre><code>public void Start()
      {
          width = 800f / Screen.width;
          if (width &lt; 0.5f)
              width = 0.5f;
          this.transform.localScale = new Vector3(1, 1, 1);
      }
  
  public void OnEndDrag(BaseEventData eventData)
      {
          bool playedAsPlayPile = false;
          GameObject hand = PlayerManager.Instance.GetMe().transform.Find("Hand").gameObject;
          if (canDrag)
          {
              this.transform.localScale = new Vector3(width, width, width);
  ..... some other code
          }
      }
  </code></pre>