that’s cool, you could put that stuff in a package so people have no reason to complain.
That’s a good way of handling it, it’d be super nice if it was in the package manager at some point in the future.
Thanks, it was great for development purposes, but a pitty its not included by default anymore.
Just come across this change, I recently upgraded my project to 2019.3 and the Display Resolution Dialog was gone. Then I found this thread, I don’t know why Unity removed it.
So how do you set resolution without it? In-game only? As I have recently learned, Steam’s controller-only setup doesn’t work with Unity’s Scrollbars.
Gamepads can’t select drop-down menus, Steam failed my build for it because it had a gamepad configuration set in the store, and I ended up having to pull the in-game menu and reenable the DRD.
Resolution can be set using the command line arguments, and through the scripting API. There is a sample Display Resolution Dialog found here that could probably help with your gamepad issue: https://github.com/Unity-Technologies/DesktopSamples/tree/master/ScreenSelectorExample
@UnityDev44
Thanks for the sample! Any way to change the info being displayed in the launcher? And this seems x64/x86 only, how could I implement this example for mac? Thanks!
What do you mean by “info”? Is there something else you would like to add to the launcher or something you want to change?
Yes, this is a Windows only sample, but the same thing can be done for Mac. The executable that is provided by Unity can be replaced with an executable that has a dialog where users may choose their settings, and then uses those to construct a command line that then gets passed to the UnityPlayer.dylib.
Exactly, I’d like to change the infos being displayed. Meaning the information on display, resolution and quality levels, potentially even in other languages.
If that’s too hard, I’d really appreciate it, if we could get another sample mac executable. Seems like those examples would go a long way in helping fix this gap for now!
I believe what you’re looking for is in the WindowsPlayer\WindowsPlayer\ScreenSelector.cpp file. There you can find the code to change which information is being displayed/used. Hope that helps!
As for a Mac example, we don’t have one planned at this time.
Its pretty bad as an artist that I have to code my own menu now for something that used to work just fine for quick build testing.
Please just bring it back. Thank you
And yes I work on a Mac, and unity made my life more difficult not easier.
When feature such as this got “removed” we should be ale to see and understand the reason behind its removal.
Was there such statement anywhere? Where was the supposed “More information about the evolution of the Display Resolution Dialog will be shared in the near future.” ?? Have I missed anything? The launcher sample mentioned above… is that the “official” way to do the launcher dialog now? If so, I don’t mind. I just don’t like the fact that it seems like it was removed completely without official proper explanation or future plan from Uniy.
Is it harmful to keep this dialog in? It’s going to be so much harder for me to let users configure controls on different controllers now
Our original forum post on the topic can be found here: Display Resolution Dialog Deprecation - Unity Engine - Unity Discussions
Hope that answers your questions as to why we removed the dialog.
I’m not sure if removing it is really helping anybody, I just don’t see any reason why it was on top of the priority list. there are so many other things that need improving before actually taking things out that worked just fine.
sorry for the rant but the removal of this is costing me dev time I could spend on prototyping. I won’t mention it again in the future but at least know that not every user was taking out the dialog box.
Just want to add to the group that found this option useful.
Sometimes I will create a prototype of something simple, like character controls, and send a build to a friend for feedback. No menus or game progression. Having to implement a resolution menu as the first task in every prototype seems like a huge hassle.
It was a great debugging tool. you could set a bunch of quality settings and not have to roll any kinda settings UI. Cant we have it in development build and not release?
They would only remove it if it was in the way of some future development work. When Unity just doesn’t want to support something they typically deprecate it but leave it in until they have some reason it must be removed. There would be no point in leaving it in for one kind of build but arbitrarily disable it for another.
I made i little bit simpler solution GitHub - newnon/UnityScreenSelector it is also only for windows but you can only copy ScreenSelectorExaple/Assets/ScreenSelector folder on any place inside assets folder and it will create file named ScreenSelector.exe near you game exe file
[Mod edit: removed link to executable.]
Add me to the list of people that think this is silly. With no replacement, I now have to spend time creating an alternative for my, until now, relatively simple game.