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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;
}
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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