Playmaker Forum
PlayMaker Help & Tips => PlayMaker Help => Topic started by: holyfingers on September 22, 2016, 12:09:48 PM
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Hello there,
I'm trying to make a little action to set the Fullscreen Mode (https://docs.unity3d.com/ScriptReference/D3D11FullscreenMode.html) from within a settings menu in my game, this is what I've got so far:
using System;
using UnityEngine;
namespace HutongGames.PlayMaker.Actions
{
[ActionCategory("ScreenSettings")]
[Tooltip("Sets the fullscreen mode to either Exclusive or FullscreenWindow on various platforms.")]
public class SetFullscreenMode : FsmStateAction
{
[Tooltip("Fullscreen Mode")]
public UnityEditor.D3D9FullscreenMode dx9FullscreenMode;
public UnityEditor.D3D11FullscreenMode dx11FullscreenMode;
public UnityEditor.MacFullscreenMode macFullscreenMode;
public override void Reset()
{
dx9FullscreenMode = UnityEditor.D3D9FullscreenMode.FullscreenWindow;
dx11FullscreenMode = UnityEditor.D3D11FullscreenMode.FullscreenWindow;
macFullscreenMode = UnityEditor.MacFullscreenMode.FullscreenWindow;
}
public override void OnEnter()
{
UnityEditor.D3D11FullscreenMode = dx11FullscreenMode.Value;
}
}
}
I'm having difficulty setting the values, currently getting a "`System.Enum.Value' is inaccessible due to its protection level" error message?
If anyone has any ideas I'd be super grateful,
Cheers,
Nick
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Have you checked out the unity scripting reference?
https://docs.unity3d.com/ScriptReference/Screen-fullScreen.html
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You have to define the enum type using the ObjectTypeAttribute:
[ObjectType(typeof(UnityEditor.D3D9FullscreenMode))]
public UnityEditor.D3D9FullscreenMode dx9FullscreenMode;
However you're going to run into other problems since UnityEditor is unavailable in builds! It is only available in the Editor.
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Ah, thanks Alex, that makes sense.
There are apparently command line arguments for setting borderless or exclusive mode when running standalone builds, so I assume there must be some other way of setting it outside of the editor? There doesn't seem to be any documentation I can find though!
I'll maybe leave it for the moment and see if it's updated in a future Unity!
Thanks again,
Nick