why don’t you just open the application (if you’re on windows) twice, then move on to one screen, one to the other?
Not sure about macs, maybe duplicate the unity editor application, and run them both?
Not all graphics cards support two full screen apps to run on two separate monitors, so in order to run two apps in separate screens you have to run them with borders and then drag them into position. I’m guessing that with PixelStudio’s code, you can size the borderless window to the size of the monitor and then position it on each monitor. If it works, this is -very- useful, in fact, it should be part of Unity’s built in functionality!
currently there is no way to run 2 or more unity’s fullscreen on two monitors.
i dont want to have the window borders around my unity and dont want to position it manualy.
Thus i tried it this way and it seems to work. as a result you can make multiple unity instances running on different monitors, and thats what i need :). cause i would like to try out creating multiple projects instead of one large unity project.
a other solution for multi monitor is using a ATI card and eyeFinity technology to have one mega large desktop streched over multiple monitors. but then only one instance of unity can run, fullscreen (this setup i have working on 5 monitors, 1 comp)
Can’t you techincally do the following?
-adapter N
-adapter N (Windows only) Allows the game to run full-screen on another display. The N maps to a Direct3D display adaptor. In most cases there is a one-to-one relationship between adapters and video cards. On cards that support multi-head (they can drive multiple monitors from a single card) each “head” may be its own adapter.
and run one instance on one screen and the other on the other?
Not sure what you mean by that… you mean a game viewport that is over two screens? I use dual monitors all the time, so you must be talking about something else.