unity Display.displays[].setParams Problem

I need to change the resolution of my 2nd Display screen. but with this script. it creates some kind of weird after shadow (just like windows xp file broswer lag…LOL check out the picture)

and this is my demo. I’ve already change the width and height to 1000 and 500 respectively

this is my script

using UnityEngine;
using System.Collections;
using UnityEngine.UI;

public class DisplayScript : MonoBehaviour {

    // Use this for initialization

   public int width;
    public int height;
    public InputField widthInput;
    public InputField heightInput;


   public void changeResolution()
    {
        width = int.Parse(widthInput.text);
        height = int.Parse(heightInput.text);
        // Screen.SetResolution(width, height, false);
         Display.displays[1].SetParams(width, height,1,1);
    }
    

    
	void Start () 
	{
        for (int i = 0; i < Display.displays.Length; i++) 
           {
               Display.displays *.Activate();*

}

}
}

notice the //Screen.SetResolution(width, height, false); its a great method as well, I actually prefer it but the problem is this will only change the resolution to my main interface(display 1) not the graphics part(display 2) I don’t know how to call display 2 so I could use that that setScreenResolution only for Display 2

Bump. @XenonSpher Did you end up figuring out how to switch to the second monitor so you could use Screen.SetResolution? I’m developing an app for Mac, so SetParams doesn’t seem to be an option for me :

Do you have a skybox or background that is visible tot he camera you are using to render you second display? Without it the camera won’t be have anything to draw over the top of the old frame so it ends up with the sort of visual artifacting you are describing.