NGUtil IsHighDensityDisplay Property ScoreFlash API Documentation V4.6.0
Are we on a high density screen (e.g. Retina display)?

Namespace: NarayanaGames.Common
Assembly: Assembly-CSharp-firstpass (in Assembly-CSharp-firstpass.dll) Version: 0.0.0.0
Syntax

public static bool IsHighDensityDisplay { get; }
Remarks

Starting with Unity 3.5 this uses Screen.dpi (which only works on mobile, though!) and also does a sanity check for the actual screen resolution to prevent low resolution but higher density Android devices to get the Retina stuff (which will usually break screen designs that assume "iPhone is minimum"). As Unity 3.4.2 doesn't support Screen.dpi, we use a very simple heuristic based on screen resolution that will only reliably catch iPhone 4, 4S, 5 and iPad 3 (and Sharp IS03), and not so reliably (haven't tested) will also catch Galaxy Nexus, LG Optimus LTE, Sony Xperia S, Galaxy Note. As this heuristic is based on screen resolutions, you might get high density if some vendor chose to provide a display with 960x640 or 2048x1536 or 1136x640 even though it isn't high density. The Android heuristic also checks against device names. If this fails for you, please let me know the precise details and I'll fix it; you find my contact information on Onlinenarayana-games.net.

We could also use the classes recommended by Android (LDPI, MDPI, HDPI, XHDPI) but that would make everything much more complex without adding significant benefit. To learn more on screen densities see Online Designing (and converting) for multiple mobile densities and Online Supporting Multiple Screens

See Also