Search Issue Tracker
By Design
Votes
0
Found in
2022.3.64f1
6000.0.52f1
6000.1.10f1
6000.2.0b8
6000.3.0a1
Issue ID
UUM-110469
Regression
No
Screen.resolutions and Display.displays showing screen resolution higher than possible on Mac external monitor
Reproduction steps:
1. Open the attached “Mac ScreenRes.zip“ project
2. Open the “Assets/Scenes/Main.unity“ Scene
3. Open the “Displays” settings in the macOS system settings
4. Select the “2560x1440“ or the “3200x1800“ scaling option on the selected external 4k display
5. Build And Run the project (File > Build And Run)
Expected result: The display’s resolution matches the one set in the system settings
Actual result: The display’s resolution shows up as “5120x2880” or “6400x3600” respectively
Reproducible with: 2022.3.64f1, 6000.0.52f1, 6000.1.10f1, 6000.2.0b8, 6000.3.0a1
Reproducible on: M1 Max MacOS 15.5 (Tested by CQA)
Not reproducible on: No other environment tested
Note: This issue is only reproducible with 4k monitors connected to macOS
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
- “No method with RuntimeInitializeOnLoadMethod attribute” warning from ReadmeEditor.cs is thrown after installing Project Auditor Rules
- Projection matrix is altered when using RasterCommandBuffer.ClearRenderTarget on DX12 and Metal
- Entities Hierarchy window allows Cyclic nesting and throws an “ArgumentException: Cyclic nesting detected” error when dragging a Prefab onto the same Prefab in the Entities Hierarchy
- EnterPlayModeOptions doesn't take effect if user manually modifies m_EnterPlayModeOptionsEnabled to 0
- VFX Graph Documentation dropdown button does nothing when clicked on the right side
Resolution Note:
This is the expected behaviour. When a custom resolution (scaling) is selected in the macOS settings and that resolution is less than the native resolution of the external monitor, macOS will render everything at 2x resolution internally and then downscale to present the image in the native size of the monitor. What Unity returns is the the actual rendering resolution (so 2x).
Here's a nice write up of what happens with resolution scaling in macOS: https://github.com/waydabber/BetterDisplay/wiki/MacOS-scaling,-HiDPI,-LoDPI-explanation
We do agree, that actual native size of the display is a relevant information and we will evaluate it as a feature request to see if we can introduce it in the future releases of Unity