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Question by tohmjudson · Nov 04, 2015 at 08:01 AM · displaysmonitors

Display.display.Length always returns 1 and targetDisplay fails

Hi everyone.

I am having a problem with a project I am working on. I am trying to send 4 cameras to 4 projectors.

Problem 1: Display.displays.Length always shows one regardless of the number of displays or projectors connected. I have also tried various combinations of HDMI, DVI, and Displayport out.

Problem 2 (most likely related): When the app launches, no video is rendered... at all. All screens go grey. The titlebar however is there.

I have tried every version I have found on the forums and on answers, to no avail. I have tried the following code in both JS and C#. I have tried it on Windows 7 and Mac 10.9.5. I have tried it in the editor and as standalone apps on both OS. Video Cards are NVidia GeForce GTX 760 2GB and GeForce GTX 660 Ti 2 GB

Code below. Is it a code error, is it a Unity glitch, is it a videocard problem? Any help would be most welcome!

C#

 using UnityEngine;
 using System.Collections;
  
 public class CameraDisplay : MonoBehaviour {
  
     public Camera camera1;
     void Start () {
         Display.displays[1].Activate();
         camera1.targetDisplay = 1;
     }
  
 }

JS #pragma strict

 var camera1: Camera;
  
 function Start (){
     Debug.Log (Display.displays.Length);
     Display.displays[1].Activate();
     camera1.targetDisplay = 1;
  
 }
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Answer by Garazbolg · Nov 04, 2015 at 09:27 AM

What version of the editor do you use ?

Because multi display rendering only works since version 5.3.0b3. It's a beta build that needs a Unity pro licence to works so if you have one you can download it here.

Here is a document to describe how to set it up.

But if you don't have a pro licence you can always use a borderless window with double resolution like that.

Hope that helps you.

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