Resizing Window to larger size than Screen. (Unity Build) - unity3d

I am currently working on a project in which I will display my game on an extremely large resolution. At the moment i cant use the eventual setup, but I already want to see how well the game runs on that resolution. Whenever i try to create a build at that resolution it downgrades it to the max resolution of the screens i currently have connected to my computer and I can't rescale it any larger aswell. Is there any way i can work around this?
Thanks for any help!

Related

How can I downsample app's screen resolution?

I'm running a WebView with a resolution of 1366x768 on my mobile app. And its currently running quite laggy.
Is there any way to "downsample", the screen or the rendering? Or something like that probably, that would allow the webview to run faster instead of setting the webiew res to anything lower?
Like, there are some settings in the "game engines" I used to use in past, which allowed to set a resolution of the game or its screen it would run on. Sure it would look pixelated, but any matter of pixelation or quality is not an issue for me for my current tests.
If my question isn't clear, do let me know. Thank you for any comments or answers.

Unity Standalone App: Resolution Scaling Issue (OSX)

I have developed a Mac-OSX standalone app in Unity3D (Scale with Resolution: 1920x1080). Most of the time I present the app on my laptop, connected to an external screen, which works pretty well.
But when I'm on the road and use the app on my laptop screen (1440x900), the UI's are all over the place...
I know, BUT is there a way to run the app in a 16:9 ratio (with black bars on the top and bottom), the same as I can do it in the Unity3D editor?
I don't want to go back and re-scale everything to a lower resolution, as this would be a crazy job :(
Is there any solution without re-doing it?
Cheers
Thanks, but sadly this didn't work for me. The problem is my Reference Resolution in the Canvas Scaler is already set to 1920x1080. To fix this, I have to lower the reference, but this means re-doing all the UI's.
However, I found a workaround, which is strange but working. I have set the Default Screen Resolution in Unity to 1920x1080 as in the image/link below.
Now the strange part :)
1. Start the app with the option key on an HD screen and set the resolution to 1920x1080.
2. Save and Quit
3. Now the app is scaled down to 16:9 and keeps everything in place.
This works as long as you don't start this app or any other Unity build, with the option key on a lower resolution screen. In this case it will scale everything back again. You can redo the steps 1-3 and it will work again.
Not sure if there is another way to do this, but at least I have kind of a solution.
Default Screen Resolution in Unity to 1920x1080
There are two things you should check; 'Resolution and Presentation' under 'Player Settings', and canvas scalers. I have being in a situation similar to yours, I had built an iOS application meant for the vertical orientation, but also wanted to test it on macOS, the application launched correctly in fullscreen mode looking like this (The top status bar was intentionally brought down to show the aspect ratio):
Instead of using black bars on the sides, it seems like that Unity simply used the colour of the canvas of the current scene to fill in the gaps. This was my settings to get this result:
Only the 16:10 ratio (MacBook Pro) was checked, but the application functions in the iPhone's vertical ratio, I did not have to manually rescale the canvas,I simply switched the build platform, this was allowed by the canvas scalers I have added onto every canvas with the following setting (UI Scale mode: Scale with screen size | Screen match mode: expand), this would allow the canvas to expand automatically and scale to any aspect ratio, without messing up the UI:
Hope this Helps!

Unity Game Crashes on IOS with Message didRecieveMemoryWarnining

I have developed a game in unity. Which works fine on android but when I tested it on IOS my game crashes after playing 3 levels. I have tested it using XCODE 8. Before crashing didRecieveMemeoryWarning() appear and then "game terminated due to memory issue" . I have compressed my all textures. Double checked my code.I did everything that I can think of. Plz guys help me.
Right After building your game, You can see how big your game is and how many space is taking every file included, to see this, right click on the console tab and select "Open Editor Log" as mentioned in this link. If there is some files that are taking too many space, consider reducing its size, with textures/sprites is as easy as setting a max size to a lower value.
If your build is fine in Android it may be that your textures/sprites are not in a size power of 2 (like 128x128, 256x256, 512x512, and so on...). Unity can't compress this images unless they are power of 2 in iOS.
To solve the above problem without having to manually change every texture of your game, I recommend using packing tags in your sprite options, you can assign the same tags to sprites so they create an atlas, see documentation here. Normally you want to pack together sprites that belong to the same level or menu and try avoiding having atlases bigger than 2048x2048, to see your atlases you can go to the Sprite Packer Window.

Cocos2d iphone app runs oddly on actual iphone

I have a simple application using Cocos2d, and all the images show up fine when running on the simulator. However, when i run it on an iphone, all the images are scaled up and incredible amount, making the game unplayable.
Has anyone got any ideas as to why this is happening, and how to fix it?
You need to consider the possibility that your simulator is running retina. Probably you are trying to display an image that is at the higher resolution on an older, non-retina device.
You can also just add the suffix "-hd" to any image, and then cocos2d will recognize it as being at the higher resolution automatically. But when you actually finish your app you will want to have 2 copies of each image, one at each resolution.
I found out that the problem was that when i initialised the sprite, using spriteWithFile, it set it to a certain size. When i changed the sprites texture later on, it kept the size of the last image, but had a different texture.

Will images look different from the iPhone Simulator to an actual iDevice?

Images that I add to the layer in Cocos2d look pixelated around the edges of the image (i.e. a hillside, the rounded part of the hill, where the sky and the hill meet). I don't know if it's the image quality, or just because the graphics processor on my 'older' MacBook Pro is not as advanced as the iPhone 4 or iPod Touch 4 or iPad 2. Is it because of that?
I have ran into an instance where a large resolution image was being used in the context of a locally packaged HTML file in a UIWebView. The image looked fine in the simulator, but when ran on a hardware device, a bug was exposed in the rendering engine where it would invert the colors. Here's a bug report as an example of this. The solution was to scale the image down a bit in photo editing application.
While an extreme corner case, this is an example of the simulator not quite living up to how things will work on a hardware device.
The simulator usually does a pretty good job representing what the final image will look like. For the image quality on a normal computer to be worse than that of an iPhone for it to make a large enough difference, your MacBook Pro has to be really bad. So I doubt it.
However, if you really want to make sure, the best way to check would be to transfer the image you are using to another machine to see if it still looks pixelated. If it does, its a problem with your image.
Hope this helps and good luck!