The game we offer does not use the fullscreen feature, just windowed, and we use Screen.SetResolution to toggle between two window sizes.
This works fine on the MacOSX application (not the widget), but our problem is that the Windows application does not work as needed.
We switch between 400x600 and 600x900. But the windows version only shows a window that is something around 500x400 that never changes, and the aspect ratio is lost.
Game speed is acceptable even for a low-spec machine, but the scenes are darker than those on Macs.
Could it be the computer I am using to test the game?
I use a Sony Laptop with a Pentium 4, at 2.8GHz, 448M RAM and Radeon IGP 345M
I haven’t had much luck with either Parallels or Fusion when it comes to running my Unity Windows builds. In Fusion it launches, gives me the launch/screen res window, and then most of my UnityGUI displays, but that’s about it. Keep in mind that both Parallels and Fusion support a small portion of DirectX, so this is probably not a Unity issue.
For now the only reliable way I’ve found to test Windows builds is on a true Windows machine. Fortunately, it doesn’t take much of a Windows machine to work.
On Windows even in windowed mode the window sizes are constrained to available resolutions. I guess this is what you’re experiencing. I guess the behaviour does not make much sense, we should lift that restriction someday.