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Participant
April 22, 2016

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! 


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    3 replies

    Inspiring
    April 22, 2016
    There 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.
    antifuzzAuthor
    Participant
    April 25, 2016
    That's what I thought. Thanks!
    Up and Coming
    May 2, 2016
    Kind of related here- https://forums.oculus.com/developer/discussion/35528/screen-width-height-refers-to-main-monitor-window-instead-of-rift-display-s

    Thanks