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Unity3d reporting incorrect resolution on new Mac Pro with M1

Discussion in 'Editor & General Support' started by TheElumenati, Dec 26, 2020.

  1. TheElumenati

    TheElumenati

    Joined:
    Jan 22, 2014
    Posts:
    33
    Im running Unity3d 2019.4.17f1 with rosetta on the new mac pro m1.

    I am having what i think is a bug where if i request the resolution it returns back incorrectly:

    Debug.Log("Current Resolution "+Screen.currentResolution.width + " x " +Screen.currentResolution.height + " : "+ Screen.currentResolution.refreshRate);
    prints out
    Current Resolution 2880 x 1800 : 60

    but the vertical resolution should be 1660

    The problem is when you go fullscreen then it uses the wrong aspect ratio. Have you seen this problem or know a better way of getting a more accurate fullscreen mode that is appropriate for the system...


    By the way, right out of the gate, It is as fast or faster as my 10 pound Alienware laptop/nucular reactor on my particular app. Even though I performance tuned for my Alienware and on the mac unity is running in emulator rosetta mode!

    Apple is going to dominate.
    So way to go apple!
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,769
    This might be the "scaled" mode or whatever the heck Apple calls it today... you can run your desktop at a much higher virtual resolution than the physical pixels, and if you have that mode enabled, it's likely that the OS is telling Unity that, which is in turn telling you.

    Here is my Settings Display, but I'm running a 2yr old OS right now:

    Screen Shot 2020-12-26 at 1.46.40 PM.png
     
  3. DrShimizu

    DrShimizu

    Joined:
    Apr 13, 2011
    Posts:
    30
    Thank you very much for your response.

    I tried your suggestion, but that didn't change the reported current resolution. In either case, the resolution is not just scaled it's the wrong aspect ratio which leads me to believe that something else is wrong. The correct aspect ratio shows up in the list of available resolutions, but it's just not the default...

    If I call:
    Debug.Log("Display.main Resolution "+Display.main.systemWidth + " x " +Display.main.systemHeight);
    it gives me the scaled resolution in the correct aspect ratio.

    The other really strange thing is going fullscreen via the Green fullscreen button on the menu bar gives me black bars on the top on bottom, but going fullscreen via script gives me black bars on the left and right...

    (Replying from a different account)
     
    Last edited: Dec 26, 2020