How to fix URP Multi-display stretched?
Hello there,
am working on a built standalone for Windows x86_64 (Mono), to be run on a target HW with 2 displays (0: 1080x1080, 1: 1600x800). When compiling with the built-in renderer, it works fine (Unity isn't yet mature at multi-display management, but usable). When compiling with URP, the second display is only partially covered (about 70% horizontally).
I tried setting resolution in Display.Activate(width, height, rate); and in Display.SetRenderingResolution(width, height). I tried changing the Camera.aspect....then I tried changing the Camera.rect and discovered that if it does affect the aspect ratio of the camera, but the result is still within the rectangle covered in the monitor (about 2/3 of the horizontal real estate). The excess screen estate remains empty, but shows the Camera background color.
Has anyone figured a way to work around this bug?
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