Display canvas in real centimeter size

hi guys,

I have a physical installation, with two screens and i’m prototyping the content with unity.

The content as to be at a really specific size (in centimeter). The screen are not at the right size, so i have to adapt my content.

Infact, i got 2 possibility :

The two screens are directly in the installation, so i need 2 cams.
The physical screen are represent in red. The white represent the part where we display the content (the rest is hide behind the structure).
On the second screen, i have to manage a viewport on my cam, i think it’s the easy way.

BUT, on the second possibility, i just want to display a picture of my physical installation and put my two content on it :

The two screens are displayed on a large 43", on which i have to represent the physical installation and the both 2 screens on one.

I want to do only one scene, on which i can choose the cam(s) and build according to the target.

My issues here, is that i need to display in the real size, so the screen need to have the perfect size in centimeter. Same thing for the picture of my installation, it has to be at the real size.

I saw the canvas scaler possibility, i can put my canvas on world or directly on the cam, but i really don’t know how to visualise in unity according to real size. (because i don’t know on every screen the ppi and the resolution)

Some ideas ?

Thanks for your answer @NorthStar79.

I tried the both way, and for both I get the same value, which is not accurate.

For exemple, just displaying a 15x15cm panel with canvas scaler or with some math, give me a size of 15.3x15.3cm on a 1920x1200px screen and 13.8x13.8cm on a 3840x2160px screen.
(same result if I use millimeter)


Here is my way of doing this.
[113485-1.png|113485]

[113486-untitled-1.png|113486]


Did I miss something that cause the imprecision ?

why just not use these settings?
112654-capture.png


anyway, if that doesn’t work for you for some reasons,
you can just get device dpi with Screen.dpi and resolution with Screen.width & Screen.height and after that, you can do some math and set your things accordingly.