# ExclusiveFullScreen

> Windows platforms only. Sets your application so it has sole full-screen use of a display.

## Definition

* **Type:** Field
* **Namespace:** [UnityEngine](/engine/6000.7/script-reference/unityengine.md)
* **Assembly:** UnityEngine.CoreModule

```csharp
ExclusiveFullScreen = 0
```

### Remarks

Unlike [FullScreenMode.FullScreenWindow](/engine/6000.7/script-reference/unityengine/fullscreenmode/fullscreenwindow.md), this mode changes the operating system resolution of the display to match the application's chosen resolution. On platforms other than Windows, this mode falls back to [FullScreenMode.FullScreenWindow](/engine/6000.7/script-reference/unityengine/fullscreenmode/fullscreenwindow.md).

**Notes**:

* This mode isn't supported in applications that use Vulkan graphics API.
* Using this mode might negatively affect performance of your application. Consider using other full-screen modes, such as [FullScreenMode.FullScreenWindow](/engine/6000.7/script-reference/unityengine/fullscreenmode/fullscreenwindow.md).
* DirectX 11 doesn't support HDR Output in this mode. For HDR Output on DirectX 11, use [FullScreenMode.FullScreenWindow](/engine/6000.7/script-reference/unityengine/fullscreenmode/fullscreenwindow.md) instead.
* DirectX 12 applications use [borderless fullscreen mode](/engine/6000.7/script-reference/unityengine/fullscreenmode/fullscreenwindow.md) by default. Windows optimizes borderless fullscreen applications when Fullscreen Optimizations are enabled in the OS settings. For more information, refer to the [Microsoft documentation](https://devblogs.microsoft.com/directx/demystifying-full-screen-optimizations/).
