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Feature Request Why not differentiating between window size and game resolution settings like Godot?

Discussion in 'Editor & General Support' started by giresharu, Feb 21, 2023.

  1. giresharu

    giresharu

    Joined:
    Oct 11, 2015
    Posts:
    17
    In Godot, we can set window size and game resolution respectively.
    For example: We can have a 400*240 window with 200*120 game.
    But I can't find any way to do this in Unity. I know that I can use pixel-perfect-cam or Graphics.Blit to make pixel-perfect in high-resolution. But why? It is wasteful .
    I mean, we just want a low-resolution game, and scale the screen to bigger. But now we should render a game with high resolution , then do other works for make it become lower.
    Why not to separate resolution from window size in RenderPipeline?
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,947
    Pretty much any pixel perfect tutorial covers this, or just googling for unity low resolution pixel.

    The way I do it is to use a lower-resolution RenderTexture to draw your scene and output the result to a quad that your main Camera sees.

    Tutorials and example code are great, but keep this in mind to maximize your success and minimize your frustration:

    How to do tutorials properly, two (2) simple steps to success:

    Step 1. Follow the tutorial and do every single step of the tutorial 100% precisely the way it is shown. Even the slightest deviation (even a single character!) generally ends in disaster. That's how software engineering works. Every step must be taken, every single letter must be spelled, capitalized, punctuated and spaced (or not spaced) properly, literally NOTHING can be omitted or skipped.

    Fortunately this is the easiest part to get right: Be a robot. Don't make any mistakes.
    BE PERFECT IN EVERYTHING YOU DO HERE!!


    If you get any errors, learn how to read the error code and fix your error. Google is your friend here. Do NOT continue until you fix your error. Your error will probably be somewhere near the parenthesis numbers (line and character position) in the file. It is almost CERTAINLY your typo causing the error, so look again and fix it.

    Step 2. Go back and work through every part of the tutorial again, and this time explain it to your doggie. See how I am doing that in my avatar picture? If you have no dog, explain it to your house plant. If you are unable to explain any part of it, STOP. DO NOT PROCEED. Now go learn how that part works. Read the documentation on the functions involved. Go back to the tutorial and try to figure out WHY they did that. This is the part that takes a LOT of time when you are new. It might take days or weeks to work through a single 5-minute tutorial. Stick with it. You will learn.

    Step 2 is the part everybody seems to miss. Without Step 2 you are simply a code-typing monkey and outside of the specific tutorial you did, you will be completely lost. If you want to learn, you MUST do Step 2.

    Of course, all this presupposes no errors in the tutorial. For certain tutorial makers (like Unity, Brackeys, Imphenzia, Sebastian Lague) this is usually the case. For some other less-well-known content creators, this is less true. Read the comments on the video: did anyone have issues like you did? If there's an error, you will NEVER be the first guy to find it.

    Beyond that, Step 3, 4, 5 and 6 become easy because you already understand!

    Finally, when you have errors, don't post here... just go fix your errors! Here's how:

    Remember: NOBODY here memorizes error codes. That's not a thing. The error code is absolutely the least useful part of the error. It serves no purpose at all. Forget the error code. Put it out of your mind.

    The complete error message contains everything you need to know to fix the error yourself.

    The important parts of the error message are:

    - the description of the error itself (google this; you are NEVER the first one!)
    - the file it occurred in (critical!)
    - the line number and character position (the two numbers in parentheses)
    - also possibly useful is the stack trace (all the lines of text in the lower console window)

    Always start with the FIRST error in the console window, as sometimes that error causes or compounds some or all of the subsequent errors. Often the error will be immediately prior to the indicated line, so make sure to check there as well.

    Look in the documentation. Every API you attempt to use is probably documented somewhere. Are you using it correctly? Are you spelling it correctly?

    All of that information is in the actual error message and you must pay attention to it. Learn how to identify it instantly so you don't have to stop your progress and fiddle around with the forum.
     
  3. giresharu

    giresharu

    Joined:
    Oct 11, 2015
    Posts:
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    Man , You don't understand what I said. RenderTexture need one more Camera, it's wasteful. That's not native low-res. And also we can't make canvas low-res by this way. I had a bdf font just can display on 14px. when the window relosution scale to bigger, the font will disapear.
     
  4. SF_FrankvHoof

    SF_FrankvHoof

    Joined:
    Apr 1, 2022
    Posts:
    780
    Any form of up- or down-scaling will require extra work. No matter the game-engine.
    Just because GODOT does it internally, doesn't mean it isn't being done.
     
    Kurt-Dekker likes this.
  5. chemicalcrux

    chemicalcrux

    Joined:
    Mar 16, 2017
    Posts:
    717
    You can use dynamic resolution scaling to render at a lower resolution than the game is displayed at (with the added bonus that you can keep your UI at full-scale).
     
    Kurt-Dekker likes this.
  6. Kurt-Dekker

    Kurt-Dekker

    Joined:
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    I suggest you perhaps work through some Camera and RenderTexture tutorials to better understand why the above statement is ludicrous on its face and should not even play any part in your engineering decision process.

    Exactly what FrankV says here:

     
  7. giresharu

    giresharu

    Joined:
    Oct 11, 2015
    Posts:
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    Come on I don't want to use Rendertexture for many reasons. Usually, they don't use rendertexture to render canvas,that means UGUI's resolution is same as window resolution. It's not what I want. high resolution UGUI make Text blurry (Don't suggestion me to use TextMeshPro).

    I tried set the canvas property render mode to "Screen Space - Camera" to make it render to camera's rendertexture. It "works",but when the window size changed, canvas' raycaster won't work .
     
  8. SF_FrankvHoof

    SF_FrankvHoof

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    You did assign the Camera to the Canvas, right?
    Because the Raycaster will use the Camera that's assigned to the Canvas. If there is no camera, it acts as an Overlay, and will use the MainCamera (Camera.main) instead, in screenspace.
     
  9. giresharu

    giresharu

    Joined:
    Oct 11, 2015
    Posts:
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    Of cause, that's the problem