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Close Your name Your email Suggestion*Declarationpublic static void SetResolution(int width, int height, bool fullscreen); Declaration
public static void
SetResolution(int
width, int
height,
FullScreenMode fullscreenMode);
Declarationpublic static void
SetResolution(int
width, int
height,
FullScreenMode fullscreenMode,
RefreshRate preferredRefreshRate);
DescriptionSwitches the screen resolution.
A width
by height
resolution is used. If no matching resolution is supported, the closest one is used.
If preferredRefreshRate
is 0 (default) Unity switches to the highest refresh rate that the monitor supports.
preferredRefreshRate
is not 0 Unity uses it if the monitor supports it, otherwise it chooses the highest supported one. Changing refresh rate is only supported when using exclusive full-screen mode.
Android:
fullscreen
parameter controls the SYSTEM_UI_FLAG_IMMERSIVE_STICKY
, SYSTEM_UI_FLAG_LAYOUT_STABLE
, SYSTEM_UI_FLAG_LAYOUT_FULLSCREEN
, SYSTEM_UI_FLAG_LAYOUT_HIDE_NAVIGATION
, SYSTEM_UI_FLAG_HIDE_NAVIGATION
, and SYSTEM_UI_FLAG_FULLSCREEN
flags using View.setSystemUiVisibility method.fullscreen
is true, WindowInsetsController.hide(WindowInsets.Type.navigationBars())
is called and when fullscreen
is false, WindowInsetsController.show(WindowInsets.Type.navigationBars())
is called. For more information, refer to Android documentation on WindowInsetsController.To set a specific full-screen mode on a desktop platform, use the method overload that accepts the FullScreenMode parameter. Exclusive full-screen mode is only supported on Windows standalone player.
If you use multi-display, you can only use Screen.SetResolution
to set the resolution of the primary screen.
A resolution switch does not happen immediately; it happens when the current frame is finished.
Another example:
Another example:
Additional resources: resolutions property.
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