SETTINGS MENU in Unity
Why Stack Overflow recommends it
Stack Overflow users link it when answering or asking about Unity settings menus, especially resolution dropdowns, audio mixer volume sliders and options screens.
Recommended by 2 people across 2 different months, 2018 to 2019.
What it is
A Brackeys Unity tutorial that builds an in-game options menu from scratch, covering an audio volume slider through an audio mixer, a graphics quality dropdown, a resolution dropdown and a fullscreen toggle. It is a roughly 17 minute follow-along video for beginners using Unity's UI system and C# scripting.
What people said
Recommends caxapexac · 2019-02 · Stack Overflow · on “Why don't I get the right resolution after I build the game in my in-built settings menu but inside Editor everything is fine? Unity”
This dude implement resolution setting in this video, try it out: [this video] So, I cant repeat your problem - your solution also works fine This it windows default build with your code: [LINK] Try to check your 'Resolution and presentation' in Player settings This is source code of resolution list - unity just takes it from your pc: /// <summary> /// <para>All full-screen resolutions supported by the monitor (Read Only).</para> /// </summary> public static extern Resolution[] resolutions { [FreeFunction("ScreenScripting::GetResolutions"), MethodImpl(MethodImplOptions.InternalCall)] get; } Thats why there is only one solution - manually check duplicates and remove it from the list
Recommends Wzrd · 2019-09 · Stack Overflow · on “How to detect available resolutions on users monitor?”
Pretty sure this is the video I used to understand it myself ( [this video] ), but you can also use the display resolution dialogue if you want a 'launcher' for your game.
Cites mohammed · 2018-04 · Stack Overflow · on “Issue with creating an options menu, quite new to unity”
I am following from this tutorial [this video] and when I am trying to create the resolutions dropdown, there are multiple errors, they are NullReferenceException: Object reference not set to an instance of an object UnityEditor.InspectorWindow.DrawEditor (UnityEditor.Editor[] editors, Int32 editorIndex, Boolean rebuildOptimizedGUIBlock, System.Boolean& showImportedObjectBarNext, UnityEngine.Rect& importedObjectBarRect) (at /Users/builduser/buildslave/unity/build/Editor/Mono/Inspector/InspectorWindow.cs:1114) UnityEditor.InspectorWindow.DrawEditors (UnityEditor.Editor[] editors) (at /Users/builduser/buildslave/unity/build/Editor/Mono/Inspector/InspectorWindow.cs:1073) UnityEditor.InspectorWindow.
Cites k_holla · 2018-07 · Stack Overflow · on “Setting up a UI slider to control post processing effects?”
As the title says, I'm trying to set up a UI slider so the player can adjust some of the post processing settings (specifically the exposure and temperature) while the game is running. To bring you up to speed: I'm using version one of the post processing stack, as found here: [LINK] I'm very new to C#; I'm at the "Frankenstein" stage of learning how to code (following tutorials and modifying what works until it breaks or does what I'm trying to accomplish). I figure my best shot is to try to adapt what I learned from this tutorial on creating an audio volume slider: [this video] This is the code I've cobbled together so far: using System.Collections; using System.Collections.Generic; using Unity
Cites k_holla · 2018-07 · Stack Overflow · on “Why does my audio mixer sometimes adjust the volume when I press A/D while playing?”
Why is this happening and how can I make it stop? Like the title says, sometimes pressing A/D on my keyboard while playing my game adjusts the volume, when I just want A/D to move my player character left and right and have no effect on the volume. Background Information: I followed this tutorial to setup my audio volume slider UI element : [this video] Here is the code for my volume slider: public class MasterAudioSlider : MonoBehaviour { public AudioMixer audioMixer; public void SetVolume(float volume) => audioMixer.SetFloat("volume", volume); } I have four UI buttons set up so that when each one is clicked it cycles through toggling groups of audio sources on/off, cycling back around to the fi