- Home /
Unity running over multiple monitors
Hello there. We're using Unity to develop a product that will run on two screens put on top of each other. The end resolution we're working with is around 1300x1600. I have two monitors stacked on top of each other, and Unity allows me to stretch the editor over both monitors thus letting me see the full screen. The problem is that when we run the project Unity automatically snaps the editor window back to only one monitor, thus stopping any chance for us to see everything we need to see for our project. Is there a way to tell Unity to allow multi-monitor display while the project is running?
Thank you -Mo
I should mention that Unity allows me to stretch the editor window horizontally over two monitors, but when I've got it set up top/bottom like we need to that's when the problem starts.
Hmm, never had that setup ;) Have you tried to undock the game view? Can't think of any other fix for that problem. If there's no workaround or solution you could file a bug report.
Yeah the setup is annoying, but not as annoying as the fact that I can't put more freakin' RA$$anonymous$$ in my i$$anonymous$$ac. Anyway...I unlocked the game view and that seemed to keep the issue from happening, so thank you! However, when I do that the frame rate drops to about 1/4 of what it normally is in one monitor. Is that something else I can fix somehow? I dumbed down the Quality settings to Fastest already. Thanks!
What is your target operating system? We can provide feedback/direction for Windows if you'd like, however don't have experience deploying for mac so much. Also, i'm assu$$anonymous$$g you're looking to have a build running across two monitors and not the editor, correct?
Answer by TheShadowblast123 · May 28, 2016 at 07:11 AM
Use this line of code in start or awake:
Screen.SetResolution(x, y, false);
// where x is the width, and y is the height
This will only work with a built version of the game. I've tried with the window itself, it doesn't work and I have not a single reason why, but when you build and run the game, the set resolution function should work. One problem that might be present with multi monitor setups is stretching, but that's something you're going to have to deal on a case by case scenario. At any rate, to use this code in a main menu set up, you could have the player type in a resolution and use that for the variables I call x and y.
The OP is asking about running the editor across two screens, not a build.
Your answer
Follow this Question
Related Questions
Unity3d & Multiple Monitors/Contexts 0 Answers
unity Display.displays[].setParams Problem 1 Answer
Android multiple display 0 Answers
Unity Windowed Resolution Smaller than Chosen Resolution? 2 Answers
Switch Monitor during Runtime 2 Answers