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Question by alienbaby · Dec 14, 2013 at 01:41 AM · resolutionmacclipping

Mac build clips screen edges despite resolutiuon selection

Hi,

I'm building a game in-progress for someone else to play. I'm using 64bit Win7. I build for mac, and everything appears to go fine.

When the mac build is run though, despite the resolution selected on the player, the screen horizontal edges are clipped severely. (say, 15% of the screen from each side is clipped out).

It's the first time I'm attempting to make builds to run outside of untiy. I've had an initial look around and can't see any problems/answers that relate quite to this issue.

Any help appreciated!

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avatar image robertbu · Dec 14, 2013 at 01:43 AM 0
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In Unity, your vertical world units will remain constant for a given field of view. Horizontally how much you see will depend on the aspect ratio of the device. Is this the problem you are facing?

avatar image alienbaby · Dec 14, 2013 at 01:53 AM 0
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maybe. I first thought that field of view may be an issue, I have it changed from default as ultimately the game will be for the oculus rift. I think the default was 90 or 60, I have changed it to 110 to match the oculus field of view.

I asked the 'other guy' to say what resolution he is using, his native is 1680x1050 (I think..) and I'm 1920x1080. But, whatever res he chooses in the player the clipping occurs. - this made me think it wasn't resolution issues, but FOV as you mention. Though, if I have set the FOV in the editor, I was expecting it to be taken into account for a build?

Because his vertical res is very close to $$anonymous$$e, it appears in screenshots we send to each other to be pretty much the same, so it is hard to tell if vertical res is being affected at all.

avatar image alienbaby · Dec 14, 2013 at 01:56 AM 0
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I was assu$$anonymous$$g Unity would 'deal with' aspect ratio issues on build; that perhaps he may see squashed circles, as it were. Is that not the case? - IE: If the res he chooses gives a different aspect ration than the one I built on, he will experience clipping of some kind?

So. Is the solution to be sure I build in a resolution that gives the same aspect ratio as his screen? - that seems a bit odd, if it's the case.

..or do I need to detect the aspect ratio / resolution at runtime in the game and reposition HUD elements in 3D space on the fly?

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