Search Issue Tracker
By Design
Votes
0
Found in
2018.1.0b5
Issue ID
996390
Regression
No
Screen.currentResolution returns the biggest possible resolution instead of the current one on Retina MacBooks
Steps to reproduce:
1. Create a new project
2. Add a gameobject, add a script to it
3. Under start(), add "Debug.Log(Screen.currentResolution);"
4. Enter play mode
5. Observe the console
Expected results: 2880 x 1800 @ 60Hz
Actual results: 3360 x 2100 @ 60Hz
Reproduced on: 2017.2.1p2, 2017.3.0f2, 2018.1.0b6
Note: also reproduced on 2017.1.3p1, however it shows the scaled resolution instead, 1440x900, 1680x1050, 1920x1200 etc.
Comments (1)
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Some UXML Template Asset foldouts appear enabled when all fields inside are disabled
- URP Terrain Demo crash on burst_signal_handler after Generating lighting
- Project window button icons are poorly visible and their shades differ in Light theme
- GC.Alloc called by HDRenderPipeline.LensFlareMergeOcclusionDataDrivenPass() when playing the default HDRP Sample Template project
- Automatic LOD fails and SRP Batcher incompatibility occurs when using spline-based quad-topology meshes
MilkTicc
Aug 03, 2018 08:00
Ran into the same problem on 5K iMac, Unity 2018.1.9f1.