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UGTK / Toolkit / Ui Module / Resolution System Completed

Ui Module — UGTK

Resolution System

Summary

The Resolution System provides a simple and practical way to let players change the game's screen resolution directly from a UI dropdown. It is designed to work with TextMeshPro dropdown components and automatically applies the selected resolution while preserving the current fullscreen mode.


Content


Modules Dependencies

The Resolution System module requires the following dependencies:

Ensure that these dependencies are correctly imported and configured in your project.


Setup

To set up the Resolution System, follow these steps:

Resolution System Setup

  1. Add the prefab ResolutionDropdown in your canvas:

  1. Populate the dropdown options with supported resolutions (for example: 1920x1080, 1280x720, 2560x1440):


How To Use

Public methods that are avaible to use:


Testing Scene

Open ResolutionSystemSceneTest in the module's Debug/ folder.

What to do, in order:

  1. Press ChangeResolution() in Play Mode and read the values in the inspector.
  2. Build a player and do the same there.
  3. Try a resolution the monitor does not support.

Step 2 is not optional: the editor's Game view follows its own aspect-ratio menu and ignores Screen.SetResolution entirely, so the numbers change while the picture does not. Only a built player tells the truth.

The recording is the scene's dropdown: it fills itself with the resolutions the system reports and switching to one of them takes. Watch what the picture does while you do it - nothing. That is step 2's point, visible here: the Game view follows its own aspect-ratio menu and ignores Screen.SetResolution, so in the editor the value changes and the image does not. Only a built player tells the truth.


Technical Info

The following are the main scripts and workflow of the Resolution System. Refer to the UML section for the detailed structure.

Scripts:


© 2026 Marcello De Bonis. All rights reserved

Real dependenciesOpen in the map →

Depends on 1

Used by 0

  • No other module depends on it.

Measured from the repository: code references (asmdef) plus prefab and asset GUIDs. Importing this module alone brings in 1 module in total.