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Pick sensible resolution for FullScreen Mac App
We're trying to ship a Mac version of our app.
Our customers are casual users. They don't want a resolution dialog. They just want a sensible, fullscreen, crisp-looking experience. Our app actually supports all aspect ratios between 16:9 and 4:3.
If I set "Default is Full Screen" and "Default is Native Resolution", disable the resolution dialog and select fullscreenMode.FullScreenWindow, I'd expect Unity to pick an intelligent res. For example, on my mac, it should open in a 16:9 display-aspect screen res. It doesn't. It picks 1024x768.
Is there a way to get Unity to pick an intelligent display size that is the same aspect as the user's display, and if not, is there a standard process people use for iterating over display sizes and picking one? My users really don't want to see a resolution dialog.
Answer by Graham-Dunnett · Jul 29, 2014 at 09:03 PM
The Screen.resolutions
API: http://docs.unity3d.com/ScriptReference/Screen-resolutions.html lets you see what resolutions the device supports. You can choose whatever res you want.
Answer by ferretnt · Jul 30, 2014 at 04:56 AM
Thanks. I was confused by the fact that FullScreenWindowed seemed to imply that the window was actually a full, desktop, window, so I expected the default backbuffer to be desktop sized.
I guess I have to define "sensible" then :P
A.