My current method for giving players more resolution options other than the "native" one - native being the resolution that the art assets were designed for - is to draw everything on a RenderTexture, call setSmooth(true) for it, and give the player various size options for window creation.
My first question is: Is this the only viable option? What other options are there and which do you prefer? Especially considering that the method I use is only good for resolutions of the same ratio.
My next question is regarding a problem that I'm facing with this method. The characters in my game are relatively small (140 pixels in height in native 1080p resolution), and so are their health bars (50 pixels wide, 6 pixels tall, with a 1 pixel thick border around them). In lower resolutions (when the RenderTexture is resized) the health bar bleeds over to the border, and the border becomes inconsistent: Random sides of it disappear (as they bleed/blur into neighbouring pixels) and so the health bar becomes quite ugly. Is there a way to keep 1-pixel thick lines consistent when the rendertexture is resized?