5.3 Multi-Display Feature Issues...

I have been testing the multi-display feature throughout the beta releases. The behavior in 5.3 appears exactly the same as it has since prior to the release candidate builds with the input system broken and all windows having to be the same resolution. Is this feature actively being worked on? It is a showstopper for our current project so I need to know if the feature is ever going to work for our requirements (4:3 aspect on one display, 16:9 on a 2nd display with touch input). Otherwise I need to switch gears and start developing two separate apps - mid project at a cost of tens of thousands of dollars :-( No pressure, and I am not looking for unity to solve my problems, I would just like to know what the plan is for this feature. I asked several times in the beta thread and we only got sparse/vague answers. PLEASE advise.

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Quick update on this. The release build is rendering windows on different resolutions, but the input system is still not working across all monitors. Also, it isn't rendering the windows perfectly, but it is an improvement over the beta builds. It looks like a black strip, the size of the windows 10 taskbar, is at the bottom of the screen on the second monitor running 4:3. But just to confirm, we were able to run one at 16:9 and one at 4:3 which is really cool.

Hey. We are aware of the issues in the multiple display system. Unfortunately they could not be fixed in time for 5.3 but should be ready for 5.4 and maybe a 5.3 patch if they are fixed before 5.4.
We have decided to remove support for multiple displays from the UI system while we wait for this, it will be disabled in the first 5.3 patch release. This is mentioned in the Known issues part of the release log

So yes we are working on fixing it.

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Eek!!! Are you saying that the "target display" option on each camera is going to be removed?? What is there in 5.3 works for us well enough to meet our needs and now it sounds like you are going to remove it in patch 1?? Am I understanding you correctly?

[quote=“Awesumo”, post:4, topic: 608109]
Eek!!! Are you saying that the “target display” option on each camera is going to be removed?? What is there in 5.3 works for us well enough to meet our needs and now it sounds like you are going to remove it in patch 1?? Am I understanding you correctly?
[/quote]
The option will remain in the inspector but internally we wont be using the system. It has a big problem with none native resolutions that will break the UI in many games so it has to go until its fixed. If its working for you then stick with the current 5.3 and wait till its fixed in 5.4 or a later 5.3 patch. While it may work for you there are a lot of people who’s UI will be badly broken so we had to take the decision to kick it while its fixed. Sorry :frowning:

Just to be clear this is for the UI system only, nothing else. The Camera option is not going.

I see, so the Target Display option on the canvas component will be removed? I guess we use both actually because the setup we have now puts the UI on a touchscreen and our game content on a projected display. I suppose we can use 5.3 and simply not patch until 5.4 but that is just very risky. I am feeling kind of stuck here, and I recognize that unity is pushing out a bazillion features to cover a bazillion requirements, but I am disappointed that your public roadmapping has failed in this case. The feature was green all the way up to release, leading us to count on it being there. We are not working on an indie game or anything like that. We are working on a major budget bricks and morter application. Ground is being broken, millions of dollars are being spent, and we have software to deliver that we can't without a major rewrite. I understand that roadmaps change and features come and go, sorry to vent, but this release news has simply ruined my day. :-(

[quote=“Awesumo”, post:6, topic: 608109]
I see, so the Target Display option on the canvas component will be removed? I guess we use both actually because the setup we have now puts the UI on a touchscreen and our game content on a projected display. I suppose we can use 5.3 and simply not patch until 5.4 but that is just very risky. I am feeling kind of stuck here, and I recognize that unity is pushing out a bazillion features to cover a bazillion requirements, but I am disappointed that your public roadmapping has failed in this case. The feature was green all the way up to release, leading us to count on it being there. We are not working on an indie game or anything like that. We are working on a major budget bricks and morter application. Ground is being broken, millions of dollars are being spent, and we have software to deliver that we can’t without a major rewrite. I understand that roadmaps change and features come and go, sorry to vent, but this release news has simply ruined my day. :frowning:
[/quote]
The problem was only picked up a week ago which is why we could not get it out of 5.3 release candidate or change the roadmap. It was a bug reported by a beta user and when we discovered how serious it was we had to react.
The target display option is not going as it is still supported on some platforms(those who do not have none native resolution support) but it will be ignored in some. The problem is that the multi display system does not report the correct resolution when the display is set to a none native resolution, this causes the UI to break. So its just a temporary removal while the multi display team fix the problem, then we turn it back on.

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Okay, thank you so very much for the information! I think we will press forward with 5.3 and try to get to 5.4 or a patch any way we can - even if we have to not update 5.3 for a while. We are getting around the screen resolution reporting problem by simply hardcoding the resolution on our second display - I realize that is not a realistic solution for other projects so I understand your need to disable it. For us, everything seems to be working across displays except the input system, but we don't really need input on the second display. Thank you again for sharing the information, we would have been baffled updating to Patch 1 only to find the feature disabled in some way.

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@karl_jones I might have miss read this, but does this mean all support for multiple monitors is being dropped from todays release until 5.4? Is that why I cannot get it to work? This is a huge problem, more so after seeing it was a go for this release. I was also in desperate need for this and have had to use syphon until now.

@Awesumo Is there a demo package somewhere that shows the Multi Display working, or could you please help? I only need to send the video an do not need the interaction for the installation.

[quote=“tohmjudson”, post:9, topic: 608109]
@karl_jones I might have miss read this, but does this mean all support for multiple monitors is being dropped from todays release until 5.4? Is that why I cannot get it to work? This is a huge problem, more so after seeing it was a go for this release. I was also in desperate need for this and have had to use syphon until now.

@Awesumo Is there a demo package somewhere that shows the Multi Display working, or could you please help? I only need to send the video an do not need the interaction for the installation.
[/quote]
No not all support and it does not affect today’s release. In the next patch release(next week) we will remove support for multiple displays from the UI system only. Just whilst we wait for the system to have support for none native resolutions fixed. It will still be available for all none UI elements.

@karl_jones Awesome! Had me scared for a minute. I have a BIG project I am working on. Any chance there is demo somewhere that shows the multi displays working? I have tried using the demo script in the docs and I can't get it to work at all. My demo test was nothing more than a sphere with two cameras on it with the demo script and assignments in the inspector set to Display 1 and Display 2. After build, I get only one screen with 3 monitors connected.

[quote=“tohmjudson”, post:11, topic: 608109]
@karl_jones Awesome! Had me scared for a minute. I have a BIG project I am working on. Any chance there is demo somewhere that shows the multi displays working? I have tried using the demo script in the docs and I can’t get it to work at all. My demo test was nothing more than a sphere with two cameras on it with the demo script and assignments in the inspector set to Display 1 and Display 2. After build, I get only one screen with 3 monitors connected.
[/quote]
I dont believe there are any examples yet. Have you tried the -multidisplay command line argument?

Yes, and no matter how many displays I connect (3-4) It still only logs 1 monitor (in unity itself, I know I need to build for it to actually work):
Debug.Log("displays connected: " + Display.displays.Length);

Oddly, the Unity Game view allows me to switch cameras with no problem

Moving this from the beta link to this thread (sorry if that is a no-no but I found this beta doc to be very useful in getting multidisplay to work:

https://docs.google.com/document/d/1cWbyeiRy-Y2FnCiIvcKcZu7l5lf3vCcGYfrvAW53cTI/edit?pli=1

OK So here is what I am getting when I try to run this from the terminal:

---:~ tohmjudson$ /Users/tohmjudson/Desktop/rawTest.app/Contents/MacOS/rawTest -multidisplay
Mono path[0] = '/Users/tohmjudson/Desktop/rawTest.app/Contents/Resources/Data/Managed'
Mono config path = '/Users/tohmjudson/Desktop/rawTest.app/Contents/Data/Managed/etc'
2015-12-08 20:12:51.991 rawTest[1746:89483] Could not find image named 'ScreenSelector'.
2015-12-08 20:12:52.003 rawTest[1746:89483] *** WARNING: Method selectRow:byExtendingSelection: in class ScreenSelectorTableView is deprecated. It will be removed in a future release and should no longer be used.

Any idea what "Could not find image named 'ScreenSelector'." means?

After some major installing, I got it working on Windows 8.1, with the exact same files/code I was using on my Mac. So, thats a start :)

Well, camera support is still usable :
- For just screening a whole camera view on the display2 (like a fullscreen extend, pretty cool feature already.)

Only thing is that i reported a in/out focus bug, meaning it cant handle properly the 2 displays together once you minimize or "out of focus" the fullscreen app.:(
An out of focus fix in incoming patch would be appreciated for that !

Thanks !

[quote=“PolygonFormation”, post:17, topic: 608109]
Well, camera support is still usable :

  • For just screening a whole camera view on the display2 (like a fullscreen extend, pretty cool feature already.)

Only thing is that i reported a in/out focus bug, meaning it cant handle properly the 2 displays together once you minimize or “out of focus” the fullscreen app.:frowning:
An out of focus fix in incoming patch would be appreciated for that !

Thanks !
[/quote]
Did you file a bug report? Cant fix what they don’t know about :wink:

Bug report : Case 754358
Thanks !

is Unity 5.3 multi-display working on OSX ?