Problem: I am in multi display and after a load the device 2 and 3 does not work.,Problem: I am in multi display and after a load the device 2 and 3 does not work
I have 3 screens. the 1 (main) for the vr view (I'm working on the Occulus) and the 2 and 3 are cameras placed slightly backwards for a 90 and -90 degree view. The problem is that it works every other time. Let me explain. When I start my game, everything works fine, the first screen shows what we see in the occulus and the other two follow the joueus slightly behind and in 90 degrees. And when I cross my box collider for the change of the next scene, the device 2 and 3 remain frozen in the last image of the previous scene. But the first screen (the Occulus viewer) is working normally and I can continue to play. Then when I cross another box collider for the change of another scene, the device 2 and 3 recontinue to work, but when I have to load a new scene, the problem comes back and when I come out of the scene everything works and so on.
Thank you for taking the time to read my message
Waiting for an answer :) Load Scene script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class scene3 : MonoBehaviour {
public string Level;
void OnTriggerEnter(Collider other)
{
if (other.gameObject.tag == "Player")
{
//Lorsque le joueur touchera l'élément la scene se rechargera. "scene1" correspondant au nom que j'ai donnée à ma scene lors de l'enregistrement
SceneManager.LoadScene(Level);
}
}
}
multi-display script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class display : MonoBehaviour
{
// 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();
if (Display.displays.Length > 3)
Display.displays[3].Activate();
if (Display.displays.Length > 4)
Display.displays[4].Activate();
}
// Update is called once per frame
void Update()
{
}
}
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