Forum Discussion
antifuzz
10 years agoExplorer
Supported Aspect Ratios player setting
Hi all,
Is there any best practise / documentation about what "Supported Aspect Ratios" to select in the Unity Standalone Player Settings (under Resolution and Presentation)?
The Unity manual defines it as follows: "The aspect ratios that will appear in the Resolution Dialog at startup (as long as they are supported by the user’s monitor)." ... which would suggest that it doesn't matter what is selected if we're disabling the display resolution dialog. Is that the case?
Thanks!
Is there any best practise / documentation about what "Supported Aspect Ratios" to select in the Unity Standalone Player Settings (under Resolution and Presentation)?
The Unity manual defines it as follows: "The aspect ratios that will appear in the Resolution Dialog at startup (as long as they are supported by the user’s monitor)." ... which would suggest that it doesn't matter what is selected if we're disabling the display resolution dialog. Is that the case?
Thanks!
3 Replies
Replies have been turned off for this discussion
- vrdavebOculus StaffThere isn't much documentation on this setting, but it affects the AspectRatios supported by PlayerSettings (see http://docs.unity3d.com/ScriptReference/PlayerSettings.HasAspectRatio.html). This actually doesn't affect VR because Unity simply copies the left eye buffer to the main monitor window with a basic pan & scan to make it match whatever aspect ratio the main monitor window is currently using.
- antifuzzExplorerThat's what I thought. Thanks!
- xhonziHonored GuestKind of related here- https://forums.oculus.com/developer/discussion/35528/screen-width-height-refers-to-main-monitor-window-instead-of-rift-display-s
Thanks
Quick Links
- Horizon Developer Support
- Quest User Forums
- Troubleshooting Forum for problems with a game or app
- Quest Support for problems with your device
Other Meta Support
Related Content
- 6 months ago
- 6 months ago