| using System.Collections; | 
| using System.Collections.Generic; | 
| using UnityEngine; | 
| using System.Diagnostics; | 
|   | 
| public class ResolutionUtility | 
| { | 
|     public static readonly Vector2 originalResolution = new Vector2(Screen.width, Screen.height); | 
|     public static Vector2 currentResolution = new Vector2(Screen.width, Screen.height); | 
|   | 
|     [Conditional("UNITY_ANDROID")] | 
|     public static void AdjustResolution() | 
|     { | 
|         Screen.SetResolution(Mathf.RoundToInt(currentResolution.x), Mathf.RoundToInt(currentResolution.y), true); | 
|     } | 
|   | 
|     // public static void AdjustResolution(GameQuality _quality) | 
|     // { | 
|     //     switch (_quality) | 
|     //     { | 
|     //         case GameQuality.Low: | 
|     //             currentResolution = ConvertResolution(new Vector2(1280, 720)); | 
|     //             break; | 
|     //         case GameQuality.Medium: | 
|     //             currentResolution = ConvertResolution(new Vector2(1920, 1080)); | 
|     //             break; | 
|     //         case GameQuality.High: | 
|     //             currentResolution = ConvertResolution(new Vector2(1920, 1080)); | 
|     //             break; | 
|     //     } | 
|   | 
|     //     Screen.SetResolution(Mathf.RoundToInt(currentResolution.x), Mathf.RoundToInt(currentResolution.y), true); | 
|     // } | 
|   | 
|     static Vector2 ConvertResolution(Vector2 _inputResolution) | 
|     { | 
|         var resolution = Screen.currentResolution; | 
|         var ratio = (resolution.width / (float)resolution.height) / ((float)16 / 9); | 
|   | 
|         var height = 0f; | 
|         var width = 0f; | 
|         if (ratio > 1) | 
|         { | 
|             height = _inputResolution[1]; | 
|             width = Mathf.RoundToInt(resolution.width / (float)resolution.height * height); | 
|         } | 
|         else | 
|         { | 
|             width = _inputResolution[0]; | 
|             height = Mathf.RoundToInt((float)resolution.height / resolution.width * width); | 
|         } | 
|   | 
|         if (height * width - originalResolution.x * originalResolution.y > 10) | 
|         { | 
|             return originalResolution; | 
|         } | 
|         else | 
|         { | 
|             return new Vector2(width, height); | 
|         } | 
|   | 
|     } | 
|   | 
| } |