Hi All,
can anyone advise on multidisplay? I’ve got my displays set up correct, my own opengl code runs fine. I’ve tried to copy the unity example.
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I used this code
Display.displays[ 0 ].Activate( 1920, 1080, 60 );
if (Display.displays.Length > 1) Display.displays[ 1 ].Activate( 1920, 1080, 60 );
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I’ve turned off the start up res graphics quality from the player settings.
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I’ve tried executing with -multidisplay switch.
What I get is display 1 shows unity blue background, screen 2 shows “display 2” that’s set via the second scene camera.
I’m I missing anything? Thanks
Mudisplay is working for me on Linux but only if I launch it like this:
- Compile the game
- Run it
- In the pre-game configuration window select your full screen resolution, but check “Windowed” mode
Weird but this works for me. When the Display.displays[1].Activate(1920, 1080, 60) code runs, the second display activates and both automatically turn to full screen despite of the windowed setting.
Other than that my code is the same than yours but I don’t need to activate the display 0, it is by default.
Thanks I’ll try in morning.
I have got it partially running by use screen commands and setting windowed true, then after a few frames flipping to full screen. What’s odd is this only works about 1 in 5 times, the other 4 I only get full screen unity blue background, even though it’s set to winfiwed mode for up to 100s of frames. If I turn one screen off it always opens single in windowed mode.
Unity seem to have little documentation about this