Well, I think the start up options menu will over-ride those settings.
Is the default game res setting of your options window set to 1024x768? (if you can’t see it when you start your game, hold the option key during startup)
If that still doesn’t work, you could try setting that res yourself from scripts in an Awake().
I don’t know if that res is supported by Unity for sure though.
The standalone can only run resolutions that the OS supports, but you can define arbitrary resolutions on your machine with utilities like DisplayConfigX. If there was a windowed-only mode, it would make sense to support windows of any size (like you can do with the web player), but since resolutions can be both windowed and full-screen, that’s not possible. (Something for the wish list, maybe?) It’s also not possible to have a resizable window.
Use “Screen.SetResolution (400, 600, false);” in a script. The only thing is, if the user manually switches to fullscreen, it will pick the nearest available resolution, which would probably be 640x480, and this resolution will stick if you switch back to windowed mode. I thought there was a way to disable fullscreen, but I can’t find it at the moment.
Actually, that’s because using a different computer means you didn’t already have a preferences file for the standalone on that computer. See this topic for more detail.
In short, if you want to be sure, then you’d have to use scripting like I mentioned.
The problem is that you can just do Apple-F at any time to toggle fullscreen. Otherwise it would be easier to disable the requester altogether in Unity, which I assume Andres is doing since the game is supposed to run at a fixed resolution of 400x600.