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Unity3d & Multiple Monitors/Contexts
In Unity, is there a way to run across multiple monitors, which each monitor getting a different display? I'm an openGL programmer, and right now I can just instantiate 4 windows and 4 contexts, and then assign them where I need them. Is there something analogous to this in Unity? Where I can define separate shaders, resolutions, and context attributes per-screen (eg, quad-buffered on two, double-buffered on two)?
I need up to 8 different angles from one instance of Unity. Is there a way to do this? I am thinking I need to do it all with RPCs and Network Code.
Is there a way to make multiple instances of Unity sync perfectly, but using a different camera angle? I am working on a hardware flight simulator with up to 8 machines.
I've been looking and I don't think Unity does this by itself.
@jbarbeau - you should ask this as a new question rather than tag it as an 'Answer' on an existing question.
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