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Screen.SetResolution

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public static method SetResolution(width: int, height: int, fullscreen: bool, preferredRefreshRate: int = 0): void;
public static void SetResolution(int width, int height, bool fullscreen, int preferredRefreshRate = 0);

Description

Switches 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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