Author Topic: Texture size on Macbook retina display  (Read 2689 times)

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Texture size on Macbook retina display
« on: July 06, 2013, 05:42:12 AM »
Hi everyone,

I'm running Unity on a Macbook with a retina display and I noticed that when I create Pixel-perfect (atlas pixel size set to 1) sprites they appear at twice the resolution in the editor/game. (32*32 texture will be rendered as 64*64)

Has anyone run into this issue?
Any tips on how to make sure I get true 1-to-1 pixel perfect resolution on a macbook retina display?

Thank you!

ArenMook

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Re: Texture size on Macbook retina display
« Reply #1 on: July 06, 2013, 10:26:01 AM »
Mac's retina support is... odd. From what I remember, many applications end up running at non-retina resolution (Screen.width and height reports half values). When you build a stand-alone app and start it, you get a resolution selection dialog. If you choose windowed 2880x1800, you will notice that you will only be able to see a quarter of the window. If you choose full screen, it will work properly.

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Re: Texture size on Macbook retina display
« Reply #2 on: July 07, 2013, 02:19:12 AM »
Thanks for the reply Aren.

I've tried various build settings but the highest resolution I have available when I run the build seems to be 1440x900.

ArenMook

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Re: Texture size on Macbook retina display
« Reply #3 on: July 07, 2013, 10:37:21 AM »
Ok, so it's backwards then. The window is 1440x900 but Screen.width and Screen.height reports 2880x1800?

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Re: Texture size on Macbook retina display
« Reply #4 on: July 09, 2013, 06:42:02 AM »
In the editor, if I look at the available resolutions it shows that 2880x1800 is listed, however the current resolution reports 1440x900.

For the build, I was able to get it to recognize the full spectrum of resolutions by setting the Mac Fullscreen Mode to Capture Display.
However, as you mentioned I have to run it in full screen mode to get the desired effect.

While not ideal, at least I have a way to preview the game at correct scale.

Thanks for your help!