Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by gamingunchanged · May 10, 2014 at 10:00 PM · javascriptresolutionfixed

Pause Menu Screen Resolution

I am currently working on a new pause menu, it's all going well, but I'm having problems with the screen resolution changing. In my old pause menu there were set screen resolutions to choose from, but I want to have it so that it's proportional to the user's monitor, so that the quality won't be weird for them. This is an example of one of the screen resolution options on my old pause menu:

 if (GUI.Button(Rect(Screen.width / 2 - 220, 50, 200, 40), "640 x 400"))
         {
         
             //if the player clicks on '640 x 400'
             
             //It'll be the same with all the other resolutions, just with different values for the resolutions
             if (windowed == true)
             {
             
                 //If the windowed variable is true, so if the game is windowed
                 
                 //Set the screen resolution to 640 x 400, and the false part means that fullscreen is false
                 Screen.SetResolution(600, 400, false);
             }
             
             else
             {
             
                 //otherwise, so if the windowed variable is false and the fullscreen variable is true
                 
                 //Set the screen resolution to 640 x 400, and the part that says true means that fullscreen is true
                 Screen.SetResolution(600, 400, true);
                 
             }
             
         }

I want it to be kind of like unity's pre-game options menu where the screen resolutions that appear depend on the actual monitor of the user. Thanks in advance.

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

20 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

GUIText buttons in my pause menu don't fulfill their function until I unpause? 1 Answer

Keep sprites at fixed size 3 Answers

Setting Scroll View Width GUILayout 1 Answer

Can someone help me fix my Javascript for Flickering Light? 6 Answers

Fixed aspect ratio; window position 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges