Display.displays.length always returns 1

I am running on 5.3.4f1 Free version of Unity and trying to use multiple displays for a project. But irrespective of the number of displays connected, Display.displays always returns 1.

Does the multi display feature require a Pro version of Unity? I am not using an extended or stretched display. I need to display a camera view on the secondary display.

Thank you,
Sachin

I am running Unity 2017 and here also “Display.displays.Length” always returns 1 in Editor mode

using the example script…

// Use this for initialization
void Start()
{
    Debug.Log("displays connected: " + Display.displays.Length);
    // Display.displays[0] is the primary, default display and is always ON.
    // Check if additional displays are available and activate each.
    if (Display.displays.Length > 1)
        Display.displays[1].Activate();
    if (Display.displays.Length > 2)
        Display.displays[2].Activate();
    ...

But I works in the build…

I use 2 NVIDIA GeForce 760 cards… one display/card
SLI configuration = Activate all displays.

Am I missing something?

Same problem here. using Radeon.
2 different displays: 2 HDMI ports but Unity doesn’t see the second display :slight_smile: