{"id":14532,"date":"2026-09-24T10:32:16","date_gmt":"2026-09-24T10:32:16","guid":{"rendered":"https:\/\/playgama.com\/blog\/?p=14532"},"modified":"2026-09-24T10:32:16","modified_gmt":"2026-09-24T10:32:16","slug":"how-to-handle-mobile-display-notches-and-safe-area-insets-in","status":"publish","type":"post","link":"https:\/\/playgama.com\/blog\/business-faqs\/how-to-handle-mobile-display-notches-and-safe-area-insets-in\/","title":{"rendered":"How to handle mobile display notches and safe area insets in games?"},"content":{"rendered":"<p><strong>Query the device&#8217;s safe-area insets (top, bottom, left, right in pixels) and pad or reposition HUD elements so nothing sits under a notch, rounded corner or platform UI. Recompute on orientation change and window resize.<\/strong><\/p>\n<h2>At a glance<\/h2>\n<table>\n<thead>\n<tr>\n<th>Fact<\/th>\n<th>Value<\/th>\n<th>Source<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>CSS environment variables for safe area<\/td>\n<td>env(safe-area-inset-*)<\/td>\n<td><a href=\"https:\/\/developer.mozilla.org\/en-US\/docs\/Games\" rel=\"nofollow noopener\" target=\"_blank\">developer.mozilla.org<\/a><\/td>\n<\/tr>\n<tr>\n<td>Recompute insets when this fires<\/td>\n<td>orientation change \/ resize<\/td>\n<td><\/td>\n<\/tr>\n<tr>\n<td>Unity calls browser JS through<\/td>\n<td>.jslib plugin<\/td>\n<td><a href=\"https:\/\/docs.unity3d.com\/Manual\/webgl-interactingwithbrowserscripting.html\" rel=\"nofollow noopener\" target=\"_blank\">docs.unity3d.com<\/a><\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p>Get the safe-area insets in pixels (top, bottom, left, right &#8211; the space not covered by a notch, rounded corner or platform UI) and use them to offset your HUD, buttons and score text before you draw or layout a frame. In plain web canvas games, CSS <code>env(safe-area-inset-top)<\/code> etc. gives you the same values on iOS Safari; read them once at load and again on every orientation change or resize event, since insets swap between portrait and landscape.<\/p>\n<p>The <a href=\"https:\/\/wiki.playgama.com\/playgama\/bridge-sdk\/getting-started\">Playgama Bridge SDK<\/a> exposes this as <code>bridge.device.safeArea<\/code>, returning <code>{ top, bottom, left, right }<\/code> in pixels.<\/p>\n<h2>How do you handle safe area in different engines?<\/h2>\n<ul>\n<li><b>Unity WebGL:<\/b> read the browser&#8217;s safe-area values through a <a href=\"https:\/\/docs.unity3d.com\/Manual\/webgl-interactingwithbrowserscripting.html\">.jslib plugin<\/a> that calls browser JavaScript.<\/li>\n<li><b>Godot 4 (web export):<\/b> call browser JavaScript through the <code>JavaScriptBridge<\/code> singleton to read CSS environment variables, then apply the offsets to your UI&#8217;s anchors or margins.<\/li>\n<li><b>Plain HTML5\/canvas:<\/b> read CSS env() values via getComputedStyle in JavaScript.<\/li>\n<\/ul>\n<p>Apply insets as padding on your outer UI container, not by shrinking the canvas itself, so game logic and coordinates stay unaffected. Re-run the check on resize\/orientationchange, and fail safe: if insets come back as zero (desktop, older browsers), your layout should just use the full screen without breaking.<\/p>\n<h2>Sources<\/h2>\n<ul>\n<li><a href=\"https:\/\/wiki.playgama.com\/playgama\/bridge-sdk\/api\/device\" rel=\"nofollow noopener\" target=\"_blank\">Playgama Bridge: Device \/ Safe Area<\/a><\/li>\n<li><a href=\"https:\/\/wiki.playgama.com\/playgama\/bridge-sdk\/api\" rel=\"nofollow noopener\" target=\"_blank\">Playgama Bridge: API<\/a><\/li>\n<li><a href=\"https:\/\/wiki.playgama.com\/playgama\/bridge-sdk\/getting-started\" rel=\"nofollow noopener\" target=\"_blank\">Playgama Bridge getting started<\/a><\/li>\n<li><a href=\"https:\/\/docs.unity3d.com\/Manual\/webgl-interactingwithbrowserscripting.html\" rel=\"nofollow noopener\" target=\"_blank\">Unity manual: interacting with browser scripting<\/a><\/li>\n<li><a href=\"https:\/\/docs.godotengine.org\/en\/stable\/tutorials\/export\/exporting_for_web.html\" rel=\"nofollow noopener\" target=\"_blank\">Godot docs: exporting for the Web<\/a><\/li>\n<\/ul>\n<h2>Related questions<\/h2>\n<h3>Do I need to handle safe area on desktop browsers?<\/h3>\n<p>No &#8211; insets are typically zero on desktop, so your layout should default to full-screen and only apply padding when non-zero values are returned.<\/p>\n<h3>Should the canvas itself shrink to fit the safe area?<\/h3>\n<p>No &#8211; keep the canvas and game coordinates full-size and apply safe-area padding only to the UI overlay layer, so gameplay logic stays unaffected.<\/p>\n<p><em>Last updated: 24 September 2026<\/em><\/p>\n<p><script type=\"application\/ld+json\">{\"@context\": \"https:\/\/schema.org\", \"@type\": \"FAQPage\", \"mainEntity\": [{\"@type\": \"Question\", \"name\": \"How to handle mobile display notches and safe area insets in games?\", \"acceptedAnswer\": {\"@type\": \"Answer\", \"text\": \"Query the device's safe-area insets (top, bottom, left, right in pixels) and pad or reposition HUD elements so nothing sits under a notch, rounded corner or platform UI. Recompute on orientation change and window resize.\"}}, {\"@type\": \"Question\", \"name\": \"Do I need to handle safe area on desktop browsers?\", \"acceptedAnswer\": {\"@type\": \"Answer\", \"text\": \"No - insets are typically zero on desktop, so your layout should default to full-screen and only apply padding when non-zero values are returned.\"}}, {\"@type\": \"Question\", \"name\": \"Should the canvas itself shrink to fit the safe area?\", \"acceptedAnswer\": {\"@type\": \"Answer\", \"text\": \"No - keep the canvas and game coordinates full-size and apply safe-area padding only to the UI overlay layer, so gameplay logic stays unaffected.\"}}], \"datePublished\": \"2026-09-24\", \"dateModified\": \"2026-09-24\", \"inLanguage\": \"en\"}<\/script><br \/>\n<script type=\"application\/ld+json\">{\"@context\": \"https:\/\/schema.org\", \"@graph\": [{\"@type\": \"Organization\", \"name\": \"Playgama\", \"sameAs\": [\"https:\/\/www.wikidata.org\/wiki\/Q140768339\", \"https:\/\/playgama.com\/\"]}, {\"@type\": \"SoftwareApplication\", \"name\": \"Playgama Bridge\", \"sameAs\": [\"https:\/\/www.wikidata.org\/wiki\/Q140770787\", \"https:\/\/github.com\/playgama\/bridge\"]}]}<\/script><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Query the device&#8217;s safe-area insets (top, bottom, left, right in pixels) and pad or reposition HUD elements so nothing sits under a notch, rounded corner or platform UI. Recompute on orientation change and window resize.<\/p>\n","protected":false},"author":11,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"om_disable_all_campaigns":false,"footnotes":""},"categories":[1318],"tags":[],"class_list":["post-14532","post","type-post","status-publish","format-standard","hentry","category-business-faqs"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v28.5 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>How to handle mobile display notches and safe area insets in games?<\/title>\n<meta name=\"description\" content=\"Read device safe-area insets in CSS or JS, pad your HUD from them, and re-check on orientation change and resize events.\" \/>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" 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