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Question by JG-Denver · Jun 17, 2019 at 04:06 AM · multi-display

How can I address multi-display with multiple resolutions?

When you have more than one display, activate the additional display, and the native resolutions between the displays are different, you get an improperly scaled output on the 2nd display. Here are some screenshots to demonstrate the issue.

Display 1 alt text

Display 2 alt text

While these images are using duplicate UI canvases, I can create the same problem with standard cameras. I am using the old standard render pipeline, not HDRP or LWRP.

This means that for many scenarios, you can't get the desired output on the second display. For instance, when my first display is higher resolution, you will see only the upper left corner of the output on the second display, exactly cut off at the 2nd displays smaller resolution. You have to build and run, you can't see this in the player as the screen size is the same.

What appears to be happening is the primary displays resolution is being used as the target size for the rendering on both displays, thus cutting off the lower right of the desired output.

I am developing and testing on Windows 10 with 2019.1.6f1.

I have reported this as a bug, but in the meantime does anyone know if there is something I am missing or a workaround?

Thank you

uitestscene-display1.png (486.4 kB)
uitestscene-display2.png (291.5 kB)
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