Notch Solution by 5argon - 7


A set of tools to fight with notched/cutout phones for Unity uGUI

Unknown VersionOtherUpdated 10 days agoCreated on October 5th, 2018
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Notch Solution


It is a set of tools to fight with notched/cutout phones for Unity uGUI. Minimum Unity version 2019.1.

How to include with GitHub functionality of Unity Package Manager

Add this line "com.e7.notch-solution": "git://", to your manifest.json.

It does not update automatically when I push fixes to this repo. You must remove the lock line that appears in you manifest.json file to refectch. Otherwise you would better use Asset Store (when it is available)

Reason for open source

I believe screen cutout problem must be solved collaboratively, since there are so many variations and potentially different permutation of problems. Over time we together could make this more stable than I could ever made alone.

The Discord channel is also available here! You could come and express your wishlist or issues. (You could also use the Issues section.)

Asset Store

It will be on Unity Asset Store later too, but currently I don’t think it is Asset Store worthy. There are some weird glitches remaining, and many usability issue related to the isolated prefab mode. (Prefab mode preview added in v1.2.0 but I am not sure of bugs)



This script trust the return value of Screen.safeArea and pad the RectTransform accordingly.

Android & Screen.safeArea

For Android to work, your player’s phone has to be on Android P AND also you have to use Unity 2019.1 or over. Otherwise I believe Android builds with black bar over the notch/cutout (Maybe with LAYOUT_IN_DISPLAY_CUTOUT_MODE_NEVER) and non-Pie Android do not have a dedicated API to report cutouts.

How it works

It can “drive” the RectTransform thanks to ILayoutSelfController and UIBehaviour. Meaning that several values will be greyed out so you can’t modify it by mistake.

  • You should attach this script to a direct child of top level Canvas, or a deeper child of full-canvas RectTransform.
  • It will drive the anchor point to full stretch. The RectTransform now enters “offset from each side by how much” mode.
  • Screen.width/height is divided by values from Screen.safeArea, producing relative safe area.
  • Find root game object from the object with SafeAreaPadding. This should be your Canvas. It will ask for RectTransform coordinate from that Canvas.
  • Then it will drive self’s RectTransform other values according to relative safe area applied to Canvas's RectTransform.

Screen.cutout research started

New entry in Unity 2019.2, this time not just a safe area but it returns a rectangle surrounding the notch! Currently Notch Solution do not use this anywhere yet, but I am conducting a research to see what the phone reports for this property.

If you have a phone with cutouts, you could join the research by downloading a debug APK in the release page. Then after running it on your phone, take a screenshot on both portrait and landscape orientation and submit your result in this issue so we know what it actually looks like, and we might be able to make use of it in the future! Thank you!


Padding modes for each side

For each side in your current orientation, you can select from 3 modes.

  • Safe : Pad this side according to Screen.safeArea.
  • Safe Balanced : Pad this side according to Screen.safeArea, but if the opposite side has a larger padding then pad by that value instead.
  • Zero : The padding will be zero, edge of your RectTransform will be locked to the canvas’s edge.

Orientation Type

If your application supports both portrait and landscape you could choose DualOrientation here. But such a game is rare so the default value is SingleOrientation. The choice will only show up if your Player Settings is configured such that both orientations are possible.

When you use DualOrientation your prior padding settings will become the portrait ones, and you will get a separated landscape paddings to setup. Your previous orientation will no longer applied to landscape orientation. If you switch back to SingleOrientation the portrait paddings works for both orientations again.

Notch Simulator


Accessible from Window > General > Notch Simulator. Additionally with Shortcuts API introduced in 2019.1, you could press Alt/Option + N to toggle it to confirm your design. It could be adjusted in the Shortcuts... preference menu.

Works together with all INotchSimulatorTarget (SafeAreaPadding is one of them) in the current scene and prefab environment scene. Normally Screen.safeArea does not return a useful value in editor. Notch Simulator can simulate a safe area in editor for you even in prefab mode. You can toggle it on and off to see your UI reacts immediately.

Non-flipped orientation of landscape is assumed to be “landscape left” from natural portrait orientation.

How it works

  • The simulator maintains 2 Canvas game objects, one in the normal scene and one in the prefab environment scene. They are with HideFlags that make it invisible on Hierarchy and do not get saved.
  • AssetDatabase search the plugin folder for the correct notch overlay image to put in that canvas. Portrait and landscape image is separated. (For example iPhoneX has a different bottom bar.)
  • This Canvas is on “Screen Space - Overlay”. with high sort order.
  • You need to set the game view to match your simulation device choice or it would looks weird.
  • Portrait or landscape orientation is determined from width vs height of the current game view’s size. (Not by Screen. API, since that does not work in editor.)
  • All INotchSimulatorTarget found will be sent a simulated Rect. Static access point to the latest simulated rect is also available with NotchSolutionUtility.SimulateSafeAreaRelative if passing around that Rect is a hassle. You could write your own extension that links with the simulator this way.

The overlay is also useful for aiming roughly what can fit in the corner around the notch, because you can see the notch’s width and also rounded corner visually where safe area does not cover such information. (Safe area is a rectangle.) Although please note that Apple advise agaist intentionally trying to design on that gap.

2019.2’s Screen.cutouts could precisely cover the cutout area, but no work has been put to utilize that yet.


There is a preference menu available. For example you could change prefab mode overlay color to be different from Game view ones, or enable some other extra toolings.


How-to and tricks

They are now collected in this document.

Need help / TODO

Please see the Issue section.

How to contribute a new simulation device

  • Download APK in the Build folder. Then install on your Android with file manager or adb install -r (r = replace). After it runs, rotate the device to both portrait and landscape and take screenshots to remember informations.
  • Editor/SimulationDevice.cs : Add a new enum to this file first. It would show up in the simulator with enum dropdown.
  • Editor/SimulationDatabase.cs : A mapping from that enum to various information required.
  • Editor/Mockups : Mockup overlay files are here. It should be named this pattern NoSo-{enum}-{Portrait/Landscape} and colored white/transparent. It can be in any resolution but needs to be aspect-correct as it will be stretched out to the Canvas.

Current simulation devices available

  • iPhone X
  • iPad Pro

(Contributed by @06Games)

  • Huawei Mate 20 Pro
  • OnePlus 6T
  • Samsung Galaxy S10
  • Samsung Galaxy S10+

This asset is sponsored by

My own other (paid) assets… haha. Asides from code contribution, you could also provide support by getting something from these. Thank you.

  • Introloop - Easily play looping music with intro section (without physically splitting them) (Unity 2017.0+)
  • Native Audio - Lower audio latency via OS’s native audio library. (Unity 2017.1+, iOS uses OpenAL / Android uses OpenSL ES)
  • Native Touch - Faster touch via callbacks from the OS, with a real hardware timestamp. (Unity 2017.1+, iOS/Android)

The game at the top is Duel Otters/ตัวนากท้าดวล/かわうそバトル.

One another is an in-development game Mel Cadence/メルカデンツ.

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