Search Issue Tracker
Postponed means that the issue was either a feature request or something that requires major refactoring on our side. Since that makes the issue not actionable in the close future we choose to close it as Postponed and add it on our internal roadmaps and technical debt pages instead.
Postponed
Votes
0
Found in
Issue ID
389036
Regression
No
Improve webplayer fullscreen - default resolution
"Default Screen Width and Default Screen Height are used by the Web Player when entering fullscreen mode through the context menu in the Web Player at runtime." (http://unity3d.com/support/documentation/Components/class-PlayerSettings.html).
When a browser game enters fullscreen the resolution on the primary monitor changes to the one set in Default Screen Width/Height, which is usually a low resolution. The amount of flickering you'll get during that context switch seems to depend on the gfx card and the monitors used.
The default behaviour (using Default Screen Width/Height as fullscreen resolution) is just weird. We cannot change it now, since that might possibly break existing content. We might add a helper function that would setup Default Screen Width/Height to the actual screen resolution, but it would probably need to take care of the aspect ratio and such as well.
Extracted from case 388923.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- ArgumentOutOfRangeException when manipulating the Project Settings search bar
- [Linux] Touch freezes in Player when any mouse button is clicked
- UnityEngine.Rendering.Volume.OnEnable() is called twice before OnDisable() creating multiple copies of the same volume when a volume is enabled right after Domain Reload when entering Play Mode
- Hinge Joint transforms are reset when toggling the "useMotor" property
- Motion Vector texture reports incorrect Mesh data when Mesh is coming from off-screen
Add comment