TL;DR: second monitor always render using primary monitor aspect ratio, regardless of how it is set…
NB: I’m using Unity 2019.2 with LWRP
Hi, I’m trying to make an application where UI would be display on a touch screen, and 3D view on a projector. The screen is 1080p so a 16/9 ratio and the projector is 1024x768 = 4/3. I have some init code activating the second display (the projector) with its native resolution. When running from the editor, everything looks fine, but when running from a standalone build, it seems that the second monitor uses the primary monitor native ratio, whatever I’ve set the second monitor to be… And then my rendering is stretched and ugly… This occurs even if I set the primary monitor to use a 4/3 ratio (with the display dialog), either fullscreen or windowed (most likely because “fullscreen” is not really switching to fullscreen but uses a borderless window with black stripes on the side).
I’ve seen similar posts on the same issue but it is 3 years old so I hoped the issue would be fixed by now.
What am I missing here?
Thanks
– Olivier