I am using fixed DPI resolustion of about 250 in the player settings, and I am trying to implement a power saving mode using lower frame rates, lower texture resolution and a lower resolutionScalingFixedDPIFactor,
The problem is that when changing to the lower quality settings, lower texture resolution does apply but resolutionScalingFixedDPIFactor does not apply its changes, and It was tested several times on a mobile phone (android nexus 6P),
It only applies when restarting the game, Also, I have tried changing QualitySettings.resolutionScalingFixedDPIFactor = 0.7 form scripts but got nothing,
Do you have any ideas how to make it work,
Thanks for your time
I’m experiencing the same behaviour. It only updates the resolution on app suspend and resume.
Unity version 217.3.0p3
And here another slightly off topic but a related question that can hopefully be answered at the same time:
I’m also looking into dynamic resolution scaling and I’m wondering how it’s meant to work given that different devices have different DPI to start with. If I set target dpi to 300 but someone is using an old android with 200 dpi, would that not slow their device down?
This method might result in a most consistent image but could vary wildly in terms of performance. I would like a target dpi → native dpi option.
Thanks for the answers and for the interesting related question that Antony put, I will make some tests on this topic after our game release and hopefully will able to come up will a system that gives a consistent results, and post it here for future if any one needs it.
Unfortunatelly my bug report was not released on the unity issue tracker till now.
But shortly after reporting the bug, another similar bug report was created:
My bug report has now been published and it looks like the problem has been fixed in the upcoming unity version 2019.3 (at least for android). Good news, everyone!
We are working on an iPad port of our latest game (Crying Suns - Crying Suns on Steam). We are using 2018.4 and do not plan to move to 2019 at the moment (waiting for LTS version next year).
Is this possible to fix this for iOS also and backport it to 2018.4? I have experienced it on several iOS devices and my only alternative solution is to use an intermediary render texture to reduce the pixel count, but it is cumbersome and unncessary.
I was having the same problem here on Android, but by accident I found that when using QualitySettings.resolutionScalingFixedDPIFactor with a value up to 1, and disable the full screen mode and reactivate with the commands Screen.fullScreen = false and then Screen.fullScreen = true, the game resolution has been successfully changed on Android in real time. I left Resolution Scaling Mode as Fixed DPI and Target DPI at 250. In some cases, I had to restart the game for the change to take effect. In others not. See the result: