Search Issue Tracker
Fixed in 2018.2.X
Votes
1
Found in
2017.1.0a5
Issue ID
902689
Regression
No
Screen.resolutions return refresh rate as a 0 on Mac displays (both retina and non-retina)
Steps to reproduce:
1. Open attached project
2. Build and run 'Test' scene on macOS
3. Launch it in Windowed mode on a Mac monitor
Actual result: Refresh rate of all resolutions is returned as 0, except for the one that is used on this specific display.
Expected result: All refresh rates should return an actual correct value.
Notes:
External monitors return correct refresh rates for each resolution.
Reproducible with Metal & OpenGLCore.
Reproduced with: 5.6.0f3, 2017.1.0b1
Doesn't reproduce on 5.5.3f1, however, it looks like player doesn't choose available resolutions depending on the screen it is displayed on.
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
- Mono Windows Builds don't produce full log callstacks when generating logs
- AssetBundles fail to load when running in Built Players for Mobile Devices
- UI elements with text gets bigger and grey when Player window is moved to another screen with different resolution
- System name accepts multiline text but crops it on confirmation, duplicates input, and shrinks the field when empty
- UI element scale and position are wrong in project build when DRS is changed with HDR and Software Dynamic Resolution enabled
giacomopc
Jan 24, 2019 16:54
On 2018.3.0f1 this still happens when Mac Retina Support is Off. It also only shows just one available resolution.
Tested on
- MacBook Pro (late 2013, 13-inch retina)
- MacBook Pro (early 2015, 13-inch retina)