Search Unity

  1. Unity Asset Manager is now available in public beta. Try it out now and join the conversation here in the forums.
    Dismiss Notice

Dual screen (Display 1 & 2), only display 1 shown

Discussion in '2019.1 Beta' started by paf4unity, Dec 17, 2018.

  1. paf4unity

    paf4unity

    Joined:
    Jun 11, 2017
    Posts:
    2
    Hi all,

    My project must show videos on display 1 and some 3d objects on display 2. Unfortunately, when I build my project and run it, only display 1 shown.

    Easy to reproduce:
    1. Create new HDRP project
    2. Remove sample scene
    3. Create new scene with 2 cameras, one on display 1 and the other on display 2. I put a cube ahead camera 1 and a sphere ahead the other to see difference.
    4. Build and then run it.
    Only display 1 shown.

    You can donload the zipped project at the following address:
    https://www.grosfichiers.com/BNEdg1uRflqRG


    Thanks a lot for help.
     
  2. LeonhardP

    LeonhardP

    Unity Technologies

    Joined:
    Jul 4, 2016
    Posts:
    3,136
    Could you please submit a bug report for this issue?
     
  3. dpotuznik

    dpotuznik

    Joined:
    Jan 18, 2018
    Posts:
    17
    hi

    if i check the variable on my 2 monitor setup "Display.displays.Length" should be 2 ?
    but it's return always 1 on unity 2019.1a12
    it is normal ?

    can we fix that ?

    i have 1 rtx 2080 ti on 2 monitor Benq 32 and Asus 27

    Thank you for your help.
    Best Regards
     
  4. dpotuznik

    dpotuznik

    Joined:
    Jan 18, 2018
    Posts:
    17
    Hi,

    By forcing the second screen to activate it work...
    not elegant, but it work;)

    Code (CSharp):
    1. using UnityEngine;
    2. using System.Collections;
    3.  
    4. public class DisplayScript : MonoBehaviour
    5. {
    6.     // Use this for initialization
    7.     void Start()
    8.     {
    9.         Debug.Log("displays connected: " + Display.displays.Length);
    10.         // Display.displays[0] is the primary, default display and is always ON.
    11.         // Check if additional displays are available and activate each.
    12.         //if (Display.displays.Length > 1)
    13.         Display.displays[1].Activate(2560,1440,60);
    14.     }
    15.  
    16. }