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full screen and resolution
Hey everyone,
I have a pause game script here that I really love
var skin:GUISkin;
private var gldepth = -0.5; private var startTime = 0.1;
var mat:Material;
private var tris = 0; private var verts = 0; private var savedTimeScale:float; private var pauseFilter;
private var showfps:boolean; private var showtris:boolean; private var showvtx:boolean; private var showfpsgraph:boolean;
var lowFPSColor = Color.red; var highFPSColor = Color.green;
var lowFPS = 30; var highFPS = 50;
var start:GameObject;
var url = "unity.html";
var statColor:Color = Color.yellow;
var credits:String[]=[ "A Moonlight Studios Production", "Programming by Moonlight Studios", "Moonlight Studios logo by Moonlight Studios Productions", "Copyright (c)"] ; var crediticons:Texture[];
enum Page { None,Main,Options,Credits }
private var currentPage:Page;
private var fpsarray:int[]; private var fps:float;
function Start() { fpsarray = new int[Screen.width]; Time.timeScale = 1.0; PauseGame(); }
function OnPostRender() { if (showfpsgraph && mat != null) { GL.PushMatrix (); GL.LoadPixelMatrix(); for (var i = 0; i < mat.passCount; ++i) { mat.SetPass(i); GL.Begin( GL.LINES ); for (var x=0; x<fpsarray.length; ++x) { GL.Vertex3(x,fpsarray[x],gldepth); } GL.End(); } GL.PopMatrix(); ScrollFPS(); } }
function ScrollFPS() { for (var x=1; x<fpsarray.length; ++x) { fpsarray[x-1]=fpsarray[x]; } if (fps < 1000) { fpsarray[fpsarray.length-1]=fps; } }
static function IsDashboard() { return Application.platform == RuntimePlatform.OSXDashboardPlayer; }
static function IsBrowser() { return (Application.platform == RuntimePlatform.WindowsWebPlayer || Application.platform == RuntimePlatform.OSXWebPlayer); }
function LateUpdate () { if (showfps || showfpsgraph) { FPSUpdate(); } if (Input.GetKeyDown("escape")) { switch (currentPage) { case Page.None: PauseGame(); break; case Page.Main: if (!IsBeginning()) UnPauseGame(); break; default: currentPage = Page.Main; } } }
function OnGUI () { if (skin != null) { GUI.skin = skin; } ShowStatNums(); ShowLegal(); if (IsGamePaused()) { GUI.color = statColor; switch (currentPage) { case Page.Main: PauseMenu(); break; case Page.Options: ShowToolbar(); break; case Page.Credits: ShowCredits(); break; } }
}
function ShowLegal() { if (!IsLegal()) { GUI.Label(Rect(Screen.width-100,Screen.height-20,90,20), "mlsproductions.com"); } }
function IsLegal() { return !IsBrowser() || Application.absoluteURL.StartsWith("http://www.mlsprductions.com/") || Application.absoluteURL.StartsWith("http://mlsproductions.com/"); }
private var toolbarInt:int=0; private var toolbarStrings: String[]= ["Audio","Graphics","FPS Rate","System"];
function ShowToolbar() { BeginPage((Screen.width)/2*1.5,(Screen.height)/2); toolbarInt = GUILayout.Toolbar (toolbarInt, toolbarStrings); switch (toolbarInt) { case 0: VolumeControl(); break; case 3: ShowDevice(); break; case 1: Qualities(); QualityControl(); break; case 2: StatControl(); break; } EndPage(); }
function ShowCredits() { BeginPage((Screen.width)/2,(Screen.height)/2); for (var credit in credits) { GUILayout.Label(credit); } for (var credit in crediticons) { GUILayout.Label(credit); } EndPage(); }
function ShowBackButton() { if (GUI.Button(Rect(20,Screen.height-50,100,35),"Back")) { currentPage = Page.Main; } }
function ShowDevice() { GUILayout.Label ("Unity player version "+Application.unityVersion); GUILayout.Label("Graphics: "+SystemInfo.graphicsDeviceName+" "+ SystemInfo.graphicsMemorySize+"MB\n"+ SystemInfo.graphicsDeviceVersion+"\n"+ SystemInfo.graphicsDeviceVendor); GUILayout.Label("Shadows: "+SystemInfo.supportsShadows); GUILayout.Label("Image Effects: "+SystemInfo.supportsImageEffects); GUILayout.Label("Render Textures: "+SystemInfo.supportsRenderTextures); }
function Qualities() { switch (QualitySettings.currentLevel) { case QualityLevel.Fastest: GUILayout.Label("Fastest"); break; case QualityLevel.Fast: GUILayout.Label("Fast"); break; case QualityLevel.Simple: GUILayout.Label("Simple"); break; case QualityLevel.Good: GUILayout.Label("Good"); break; case QualityLevel.Beautiful: GUILayout.Label("Beautiful"); break; case QualityLevel.Fantastic: GUILayout.Label("Fantastic"); break; } }
function QualityControl() { GUILayout.BeginHorizontal(); if (GUILayout.Button("Decrease")) { QualitySettings.DecreaseLevel(); } if (GUILayout.Button("Increase")) { QualitySettings.IncreaseLevel(); } GUILayout.EndHorizontal(); }
function VolumeControl() { GUILayout.Label("Volume"); AudioListener.volume = GUILayout.HorizontalSlider(AudioListener.volume,0.0,1.0); }
function StatControl() { GUILayout.BeginHorizontal(); showfps = GUILayout.Toggle(showfps,"Show Frame Rate (Frames Per Second)"); GUILayout.EndHorizontal(); }
function FPSUpdate() { var delta = Time.smoothDeltaTime; if (!IsGamePaused() && delta !=0.0) { fps = 1 / delta; } }
function ShowStatNums() { GUILayout.BeginArea(Rect(Screen.width-100,10,100,200)); if (showfps) { var fpsString= fps.ToString ("#,##0 fps"); GUI.color = Color.Lerp(lowFPSColor, highFPSColor,(fps-lowFPS)/(highFPS-lowFPS)); GUILayout.Label (fpsString); }
GUILayout.EndArea();
}
function BeginPage(width,height) { GUILayout.BeginArea(Rect((Screen.width-width)/2,(Screen.height-height)/2,width,height)); }
function EndPage() { GUILayout.EndArea(); if (currentPage != Page.Main) { ShowBackButton(); } }
function IsBeginning() { return Time.time < startTime; }
function PauseMenu() { BeginPage((Screen.width)/2,(Screen.height)/2); if (GUILayout.Button (IsBeginning() ? "Play" : "Continue")) { UnPauseGame();
}
if (GUILayout.Button ("Options")) {
currentPage = Page.Options;
}
if (GUILayout.Button ("Credits")) {
currentPage = Page.Credits;
}
if (GUILayout.Button ("Quit")) {
Application.LoadLevel(0);
}
if (IsBrowser() && !IsBeginning() && GUILayout.Button ("Restart")) {
Application.OpenURL(url);
}
EndPage();
}
function GetObjectStats() { verts = 0; tris = 0; var ob = FindObjectsOfType(GameObject); for (var obj in ob) { GetObjectStats(obj); } }
function GetObjectStats(object) { var filters : Component[]; filters = object.GetComponentsInChildren(MeshFilter); for( var f : MeshFilter in filters ) { tris += f.sharedMesh.triangles.Length/3; verts += f.sharedMesh.vertexCount; } }
function PauseGame() { Screen.lockCursor = false; savedTimeScale = Time.timeScale; Time.timeScale = 0; AudioListener.pause = true; if (pauseFilter) pauseFilter.enabled = true; currentPage = Page.Main; }
function UnPauseGame() { Screen.lockCursor = true; Time.timeScale = savedTimeScale; AudioListener.pause = false; if (pauseFilter) pauseFilter.enabled = false; currentPage = Page.None; if (IsBeginning() && start != null) { start.active = true; } }
function IsGamePaused() { return Time.timeScale==0; }
function OnApplicationPause(pause:boolean) { if (IsGamePaused()) { AudioListener.pause = true; } }
Like I said, I love this code but I would like to and resolution buttons and a fullscreen button under my options menu.
Is there any code that can do this?
Answer by newbrand · Jun 10, 2010 at 11:26 AM
Hi Djcmoon.
If you must double post your questions, please be so kind to provide a link to the forum-post and vice versa lest people waste their time on already solved issues.
To answer your question: Yes.
Check out Screen.fullScreen, Screen.resolutions and Screen.SetResolution. To toggle fullscreen you'll probably want to use a GUI.Toggle (a checkbox). To switch resolutions, you can for instance populate a GUI.SelectionGrid with the items of Screen.resolutions, although it is probably better to use GUILayout instead or scrollbars. Another possibility that is easier to implement is a Label with arrow-buttons to each side to go through the different resolutions plus another button to apply the changes.
If you want to know more about GUI scripting, check out this helpful guide: http://unity3d.com/support/documentation/Components/GUI%20Scripting%20Guide.html
Thank you very much.
I didn't even know that I did post this twice.