Screen
static class in UnityEngine · UnityEngine.CoreModule
The window and the display it is on. Resolution and full-screen changes are queued and applied by the player at the end of the frame, as Unity applies them; width and height report the render target. Orientation settings are kept (desktop windows don't rotate); their defaults are what Unity reports on the desktop (time_screen).
Properties 17
static bool autorotateToLandscapeLeft { get; set; }static bool autorotateToLandscapeRight { get; set; }static bool autorotateToPortrait { get; set; }static bool autorotateToPortraitUpsideDown { get; set; }static float brightness { get; set; }static Resolution currentResolution { get; }The display's current mode.
static Rect[] cutouts { get; }Screen areas not usable for content (notches); desktops have none.
static float dpi { get; }Windows' standard 96; 0 would mean unknown, as in Unity.
static bool fullScreen { get; set; }static FullScreenMode fullScreenMode { get; set; }static int height { get; }static int msaaSamples { get; }static ScreenOrientation orientation { get; set; }static Resolution[] resolutions { get; }The display's modes, smallest first.
static Rect safeArea { get; }The area clear of notches and rounded corners: the whole screen on desktops.
static int sleepTimeout { get; set; }static int width { get; }Methods 2
static void SetMSAASamples(int numSamples)static void SetResolution(int width, int height, FullScreenMode fullscreenMode, RefreshRate preferredRefreshRate)static void SetResolution(int width, int height, FullScreenMode fullscreenMode)static void SetResolution(int width, int height, bool fullscreen)static void SetResolution(int width, int height, FullScreenMode fullscreenMode, int preferredRefreshRate)static void SetResolution(int width, int height, bool fullscreen, int preferredRefreshRate)Not in Tassix yet 5
(constructor) GetDisplayLayout MoveMainWindowTo mainWindowDisplayInfo mainWindowPosition
Checked against Unity
Conformance scenarios that exercise it, recorded in Unity and compared event by event.