Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Firstly, with all these things it's always best to submit a full bug report via the bug tracker if you have issues. Unless it's on there it won't enter a triage pass if/when we come back to WFTO.
Sadly I can't verify how well this works myself as I don't own a Macbook, though I know it's not uncommon to receive reports from Apple users of issues, the number of reports we get is low versus the OS X install base (which in fairness is not massive) so maybe that's not a terrible sign.
What I can tell you is that WFTO was created for and tested on Intel Macs so I can't really tell you how well it works on Apple Silicon. With that said WFTO is built on a version of Unity that predates M1 Macs, and does not have native apple silicon support so the game will run through the compatibility layers Apple have developed.
Honestly this is a case of YMMV.
https://i.ibb.co/BK7HbYz/WFTO.jpg
What's YMMV?
Your Milage May Vary - A saying that the results seen by one individual may be different from another due to various factors. Essentially there's reports that it works on modern apple hardware and reports that it doesn't and the factors around why it does and doesn't are unclear. Especially as we no longer have any Apple Hardware to test on ourselves.
I'd be interested to know what the reported resolutions of the game is in the options menu. The screenshot you sent is 924 * 600 pixels which is a 77:50 Aspect Ratio.
Unity populates the resolution list with resolutions that the operating system reports as supported by the monitor.
What I suspect is happening is Mac OS is reporting incorrect resolutions to Unity which for some reason expects the screen space to be taller than is actually possible, this causes the top of the image to render above the render-able space.
What's not clear to me is why the top of the screenshot is a black bar. I'm aware some new Apple devices have screen space going to the top of the device with only a small notch for the front camera. So perhaps the OS is incorrectly reporting this to the game and confusing the engine?
So yeah, check the options menu, see what resolution is reported currently and what is listed as available.
As you likely already know, MacOS draws a single unified menu bar at the top of the screen, and has done so going as far back as the original Apple Macintosh software of the 80s. The notch takes up part of that menu bar space. What I think is happening is MacOS is reporting "correct" resolutions, but nothing is taking into account the top pixels reserved for the menu bar and notch (MacOS is including the reserved pixels, Unity thinks it can draw in the menu bar area, MacOS says "no, you're not the menu", chaos ensues)
For reference, I opened ~/Library/Preferences/unity.Subterranean Games.War For The Overworld.plist in XCode and changed the height to "current - about 100px for the menu bar" and it set itself back when the game relaunched - probably the engine going "That's not a resolution, silly goose!" and going to the closest resolution that is reported.
Otherwise though, M3 MBA runs it with everything maxed out pretty smoothly. It's pretty impressive.
Resolved with https://support.apple.com/en-us/102125 .