Change monitor resolution - resolution

Since monitor on laptop broke, is there a solution to lower the resolution and put it in the bottom right corner?
Image
Thanks!

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Vector3.ToString "rounds" decimals after build

I'm trying to get very precise Input.mousePosition in Unity3D with Input.mousePosition.x.ToString("F4"); and in the editor everything works fine. I get 4 decimal signs exacly how I need it. However, after I build the app, I get x.0000 all the time.
What important is, that, in the editor, I don't get zeroes only when I choose precise resolution and not the aspect ratio or Free Aspect. I was trying to play around with build resolution settings, for example disabling all aspect ratios, setting exact resolution, windowed/fullscreen mode. Nothing helps so far.
It seems like the built app sort of disables inbetween pixel position, and I have no idea why.
I know that there are plenty of questions and info on vector3 decimals, but my problem is mostly about display resolution (inbetween pixel coordinates) in Unity. Thanks in advance for any advice.

Two canvases on top of each with both 'visible' at the same time

To be quite specific in what I'm wanting to do...
I have a scrollable map on a canvas. I have zoom in/out capabilities. I want to place a cross hair/bullseye on top of the map so I know where I am going to be zooming in/out with high accuracy. I realize I could be more flexible and do it by locating the mouse pointer position and just have it zoom in/out based on where the mouse is at but I think given the magnitude of the project and the way it keeps evolving I better plan otherwise.
I'm thinking I would have to have two canvases on the screen to pull off what I'm wanting to do. That shouldn't be a problem. The problem...is it possible to make the top canvas trans????, is that parent or lucent...aka see-thru(I can never remember which is which, LOL:)) while still being able to see the cross hairs placed on the center of the top canvas. I don't think it could be done with only one canvas but I might be wrong.
Yes, this is a bit of a tricky question.
No, it is not possible to have a transparent canvas.
If all you need is a crosshair, just draw one on the canvas. You can hide it temporarily while you zoom so that it doesn't get zoomed along with everything else.

zooming out on terrain mesh colour distortion: Unity

I'm creating a procedural terrain in unity with hexagons. When the camera is fairly close the textures and colours work perfectly fine but... as soon as I zoom out I get this.
Map view from an angle:
As you can see I get these weird dots that become more exagerated the further I zoom...
When I'm up close I don't get this and the hexes blend very well toghether.
The textures blend very nicely when it's close and you can't see any boundaries. But as you go further out, some dots start appearing and even further so the colours get completly distorted.
Does anyone know what's causing it and how it could be fixed? I'm sorry, I'm really new to unity and this is my first unity project
Also, I presume this wouldn't be due to the texture bleding at boundaries because when I set the colour of the hexagons to be the same, I still get that effect.
(for example the sea in the pic below)
Same Colour hexes still show the problem
And when it gets further out, the problem pops up
Any help would be greatly appreciated! :)
Hmm, these might be artifacts caused by mipmapping (lower texture resolution as you zoom out). Try disabling mipmaps in your textures. It will negatively affect your game's performance but it might fix the problem.

Webplayer GUI Rndering issue pixelated

I made a game in unity3d, Its graphics looking perfect in unity engine. but when i built it and played in web-player its graphics become pixelated and blurry.
So how can i make it pixel perfect game for web-player?
This also happened to me once. But i got the answer after some searching on unity.
this is what you need to do.
Select the texture which becomes pixelated.
-From import settings
Texture type=texture
Filter mode=Trilinear
Slect web as a platform and check yes on override for web
Max size=max
Format=truecolor
and click apply this should and definetly help me.
Source
Try to change you image size in photoshop i think you save it in small size.
And always make you graphics in vector so it become pixel free and you always have achance to make a new image from vector.

Get mouse deltas under linux (xorg)

Is there a convenient way to get mouse deltas (e.g. mickeys) under X/linux? I know that I could read from /dev/input/mice, but that requires root access and seems a bit too low-level for me.
If this is for a game, i.e. an application with an actual X window, the typical approach used to be:
Grab the mouse, so all mouse input goes to your window
Warp the mouse pointer to the center of your window, to give maximum amount of space to move
On each mouse movement event, subtract the center of the window from the reported position; this gives you a "delta event"
Goto 2
I write "used to be" because there might be better ways to solve this now, haven't looked into it for a while.
This of course won't give you a resolution that is higher than what X is reporting to applications, i.e. pixels. If you're after sub-pixel reporting, I think you need to go lower, perhaps read the device directly as you suggest.

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