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Question by RLasne · Jul 03, 2017 at 03:39 PM · opengldisplays

Can I use MultiDisplay with OpenGL ?

Hi, I'm trying to develop an application that will be displayed on more than one screen. I managed to get the results I wanted by using the Display type, e.g. :

 Display.displays[i].Activate();

But it worked only with DirectX, and when I try to launch it with OpenGL only the main screen launches. Is this an issue someone knows, is there a workaround ?

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Answer by Beriol · Jul 20, 2018 at 02:32 PM

I know that this is an old topic, but I'm having the same exact problem... did you find a solution by any chance? I'm getting desperate!

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avatar image RLasne · Jul 20, 2018 at 02:40 PM 1
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No, sadly I had to switch to DirectX. I even remember finding somewhere a confirmation that $$anonymous$$ulti Display was not possible in OpenGL (either in a documentation or an error message in a Debug build). I haven't tested anything since but if you're using one of the latest versions I guess they just didn't fix it.

avatar image Beriol · Jul 20, 2018 at 03:07 PM 0
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Wow, thanks for anwsering so fast! Yeah, I'm looking everywhere too but can't find anything... the error message I get is "$$anonymous$$ultidisplay mode is not supported via OpenGL core on Windows.", which doesn't leave much hope.

Sadly I can't make what I'm doing work with DirectX (stereo 3D), so I'm really stuck... But thanks again for the clarification :)

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Answer by kyle_unity424 · Nov 05, 2019 at 06:18 PM

Can confirm this is still an issue up to new Unity 2019. It's interesting that this subject has fairly little attention, no mention in the documentation or known issues for multiple monitors or related features. As someone who prefers OpenGL, it's weird there isn't more transparency with feature support.,Confirm having the same issue all the way up to new Unity 2019. It would be really nice if that were more documented. As someone who vastly prefers OpenGL, it's disappointing and clear that less effort has been put into it.

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