We use optional third-party analytics cookies to understand how you use GitHub.com so we can build better products. I am logging this for something [product name].plist, where company and product names are the names set up in Project Settings. to your account. You will get a maximized window which cannot be resized by script until you manually unmaximize it. This means the window has no frame, and is not draggable.

(I don’t know if this affects anything, but I’m still changing my canvases over to screen space camera to conform to your scripts. Let’s see how the fullscreen resolution works in Unity. Does it have any command line support?”. Probably, the problem with your project is caused by the default screen resolution being set to 1280×720 in editor and never changed at runtime. Given these issues and the fact that on Linux it is impossible to test the infinite number of different configurations, I prefer to show the Unity screen resolution dialog  at startup on my Linux builds. Here is the code: The above code which is executed inside a coroutine, as you can guess if you notice the yield keywords. How can you be an “indie” developer, while your company attems to copy big-company policies like developing a new MOBILE game EVERY MONTH, with even worse art and even cringier marketing?

– I set the game desired aspect ratio in the ResolutionManager.TargetAspectRatio variable. Here is the project on github: UnityScreenResolutionManager[a]. Here is the project on github: UnityScreenResolutionManager. I have one issue: my game is in 16:9 ratio, but it only runs in correct proportions if the user’s screen is set to an aspect ratio of 16:10, where it has the horizontal black bars.

No need to register or to use git at all. Unity is the ultimate game development platform. I'm also experiencing this bug (with Windows 10, MaxTo 2017.7.0.0, and Unity 2017.3.1f1), but the workaround suggested by @artur-ag worked.

For full popup functionality (eg, auto closing when the window loses focus), use PopupWindow. I’ve this problem.

The aspect ratio enforcer works fine but the screen resolution module has some issues. I’m trying to avoid going through 50+ threads on Steam forums and asking every single Unity game developer: “Hey, I bought your game. Compute a set of available fullscreen/windowed resolutions for your display (according to an optional desired aspect ratio) in order to let te users choose them in a menu. Required fields are marked *.

privacy statement. Enabling this makes the window resizable. We use essential cookies to perform essential website functions, e.g. Hello, Thank you for your work! In this article I will always specify if I’m talking about the display resolution or the game viewport resolution. We’ll occasionally send you account related emails. It talks about Unity 5.2.3 It is a feature of the unity editor: when you are running in editor you can’t toggle fullscreen nor changing resolutions. On a single monitor setup it works fine; the only issue is when you switch for the first time from fullscreen to windowed mode. Unity 5.5 editor window does not repaint on window resize while MaxTo is running. If you are using Unity legacy UI or NGUI, make sure to use screen space camera render mode and add the AspectUtility.cs to the UI camera. ***> wrote:

Notify me of follow-up comments by email. wild goose chase. Sorry for going a bit offtopic here, but I’m looking everywhere without any luck. Thanks! they're used to log you in. Set a fullscreen resolution with the same aspect ratio of your display. I don’t know if there’s a way to ban screen rotation, sorry. Please check with the Issue Tracker at issuetracker.unity3d.com. On Mac OS X it’s easy, just read the Screen.currentResolution property. cause it only set’s the main default one.

that needs closer examination. Tested on Windows 10, MaxTo 2015.11.1.0 and Unity 5.6.1f1. If I change the screen aspect to a 16:9 ratio, the game is squashed vertically, with wider horizontal bars. Yeah, when I first read the article, that registry trick seemed to be apropriate. how do you use Screen.SetResolution(); on a multiple screen? This will have to wait until the next alpha release. Just delete this registry entry to make sure that your application does not read old screen settings at startup. Every time you change the screen resolution, Unity saves the width, height and fullscreen/windowed mode in the application PlayerPrefs storage.

EDIT: this also fixes the problem with ManicTime's interface. We use optional third-party analytics cookies to understand how you use GitHub.com so we can build better products. Hi Kiriel, you can also just click on the green “Clone or download” button in the github project page and select “Download Zip”. A basic screen resolution manager class should: To compute the available resolutions, the manager needs to know the current display resolution.

EDIT: this also fixes the problem with ManicTime's interface. And I mean also resolutions supported by the game, not custom ones. This because I need to wait one or two frames when changing resolution (the resolution is actually changed in the next frame after calling Screen.setResolution). Save my name, email, and website in this browser for the next time I comment. As seen above, on a multi monitor setup it will get a wrong current display resolution and it will set a very large resolution corresponding to the area covered by all the screens. I’ve come up with a basic screen resolution manager for Unity, tested on OS X and Windows. I have proven that on Windows it’s not necessary to switch to windowed mode just to set the Screen.SetResolution(). Shipping your game with the Unity resolution dialog window turned on (Edit menu > Project settings > Player | Resolution and  Presentation : Display Resolution Dialog) is an easy way to let your users choose a windowed or fullscreen resolution for the game.

HI Giuseppe….Did you know anything about Unity camera TargetDisplay…functionality?? It is better to start from that codebase to build your resolution managing code. they're used to gather information about the pages you visit and how many clicks you need to accomplish a task. Use resizable window in standalone player builds. A set of parameters can be edited from Edit menu > Project settings > Player | Resolution and  Presentation (see image). BTW Here is a link to our game: http://www.victorylapgames.com/game. Enable the Override for Standalonesetting to assign a custom icon for your standalone game. Would you explain about this point. game window. It could be that MaxTo is doing something strange Editing registry values does nothing if the game has no configuration window/launcher tho. There is a nice script on the Internet – AspectUtility.cs[b] – which is very simple to use: just add it to every camera in your scene. After obtaining the current display resolution, it is possible to compute a set of resolutions, based on a list of predefined hardcoded widths. They are present in the majority of registry keys value names on Unity games. Thanks. The code on https://github.com/gportelli/UnityScreenResolutionManager….I was going to download it, then open it up in a Unity project and go through this with your notes above, testing how things work but I can’t see any way to download the files. This little white bar was incredible difficult to notice :/. // If fullscreen on Windows go windowed to read the current display resolution, // Wait a couple of frames to make sure that, // Screen.currentResolution updates its value, // List of horizontal resolutions to include, // Max wait for the end of the resize transition, // Skipping a couple of frames during which the screen size will change, // Waiting for another screen size change at the end of the transition animation, Managing Screen Resolution and Aspect Ratio in Unity 3D. Unity applications read these PlayerPrefs at startup and use these values to set the screen resolution for your game. Is there a way to enforce some resolution on Unity games? here; but it could also be Unity's fault. Only the border will be drawn after moving the window. In exclusive mode your game will take control of the entire display. Already on GitHub? One think you can do manually, is to edit its windows registry entries, as I explain in this article. Manage fullscreen to windowed transitions. Steam overlay issues on Mac OS X. Learn more. I am also adding the capability of targetting just the window transparency option with a compatibility shim, which is what is causing the issue with Unity in the first place. Also, checked this out and it runs nicely and I finally understand how this all works. Sorry, your blog cannot share posts by email. But if you want to let them change the resolution from an in-game menu or if you have to enforce a specific aspect ratio, than you need to understand how Unity screen resolution management works, its connection to the PlayerPrefs and how to tune cameras to target a specific aspect ratio. Now let’s see a bit of code of my screen resolution manager for Unity. I am new and trying to figure out how to create my views and screens.

Add the AspectUtility.cs script to each camera in your scene, using screen space camera rendering for UI. Add all resolutions smaller than 80% of the current resolution to the windowed list. The application, in fact, will pass from fullscreen to windowed with an animated transition of a couple of seconds. On Thu, Jan 19, 2017 at 12:18 AM, Vegard Andreas Larsen < ***@***. In this way you are sure that Unity won’t stretch the screen thus preventing image distorsion. And by the way, this looks very informative. GitHub is home to over 50 million developers working together to host and review code, manage projects, and build software together.

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