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CloseSwitches the screen resolution.
A width
by height
resolution will be used.
If no matching resolution is supported, the closest one will be used.
If preferredRefreshRate
is 0 (default) Unity will switch to the highest refresh rate supported by the monitor.
If preferredRefreshRate
is not 0 Unity will use it if the monitor supports it, otherwise will choose
the highest supported one.
On Android fullscreen
controls the SYSTEM_UI_FLAG_LOW_PROFILE flag to View.setSystemUiVisibility(), on
devices running Honeycomb (OS 3.0 / API 11) or later.
On Windows Store Apps, switching to non-native resolution is only supported starting from Windows 8.1 and newer.
A resolution switch does not happen immediately; it will actually happen when the current frame is finished.
// Switch to 640 x 480 fullscreen Screen.SetResolution(640, 480, true);
using UnityEngine;
public class ExampleScript : MonoBehaviour { void Start() { // Switch to 640 x 480 fullscreen Screen.SetResolution(640, 480, true); } }
Another example:
// Switch to 640 x 480 fullscreen at 60 hz Screen.SetResolution (640, 480, true, 60);
using UnityEngine;
public class ExampleScript : MonoBehaviour { void Start() { // Switch to 640 x 480 fullscreen at 60 hz Screen.SetResolution(640, 480, true, 60); } }
Another example:
// Switch to 800 x 600 windowed Screen.SetResolution (800, 600, false);
using UnityEngine;
public class ExampleScript : MonoBehaviour { void Start() { // Switch to 800 x 600 windowed Screen.SetResolution(800, 600, false); } }
See Also: resolutions property.
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