When you check Default is native resolution in player settings, native means the current display resolution, not the actual native resolution of you computer monitor which can be larger than the current screen resolution.Now let’s see what this implies when you set a fullscreen resolution using the editor player settings: This window will live in the current screen, thus inheriting the same resolution of the display where it has been created, no changes are made to the current display resolution when the application starts and when it is running. In fullscreen window mode, your game will run inside a maximized borderless window. With this mode it is not possible to change the screen resolution at runtime, thus we have to avoid this mode and choose the fullscreen window mode instead. In exclusive mode your game will take control of the entire display. You can choose between fullscreen window and exclusive mode on Windows. The first thing to look is the fullscreen mode. A set of parameters can be edited from Edit menu > Project settings > Player | Resolution and Presentation (see image). Let’s see how the fullscreen resolution works in Unity. In this article I will explain in detail how it works. Here is the project on github: UnityScreenResolutionManager. I’ve come up with a basic screen resolution manager for Unity, tested on OS X and Windows. But if you want to let them change the resolution from an in-game menu or if you have to enforce a specific aspect ratio, than you need to understand how Unity screen resolution management works, its connection to the PlayerPrefs and how to tune cameras to target a specific aspect ratio. Shipping your game with the Unity resolution dialog window turned on ( Edit menu > Project settings > Player | Resolution and Presentation : Display Resolution Dialog) is an easy way to let your users choose a windowed or fullscreen resolution for the game. When it’s time to publish a standalone game made in Unity 3D, one of the things to do is ensuring that the game and its UI work fine on different display resolutions. This article has been written using Unity 5.2.3 as a reference, many things could have been changed in the current version.
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