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Question by NikkiH · Jan 06, 2016 at 11:32 AM · targetdisplaymonitorsdual

Dual Monitors and the new Target Display from 5.3

I would like to create a split screen game with two monitors. The new function "Target Display" is supposed to let me choose what display I want to use for which camera. With the documentation I have found online I could not get it to work and I was wondering if someone knew why. My setup contains two players with two camera's set to display1 and display2. The code that I have in an empty Game Object is as following:

using UnityEngine; using System.Collections;

public class AddMonitor : MonoBehaviour {

 // Use this for initialization
 private void Awake()
 {
     if(Display.displays.Length > 1)
     {
         Display.displays[0].SetRenderingResolution(1680, 1050);
         Display.displays[1].Activate();
         Display.displays[1].SetRenderingResolution(1680, 1050);
     }
 }

}

Unity Documentation of Target Display: http://docs.unity3d.com/Manual/MultiDisplay.html

I've tried some 'hacks' I found on the forum however it only works windowed. As the function is quite new, I have not found a lot about it. Also, I am working on OS X.

Thanks in advance,

Nikki

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avatar image tanoshimi · Jan 06, 2016 at 05:51 PM 0
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Is Display.displays.Length > 1?

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Answer by EvalDaemon · Oct 14, 2016 at 06:42 PM

Even with the pro version (5.4.1) I get this on windows 10 when running the project in the editor. However doing a build and running the build returns the proper results. Here is my quick hack, where I hardcode in the number of my monitors which is 3 for the editor version.

         monitor_count = Display.displays.Length;
 
         #if UNITY_EDITOR
         monitor_count = 3;
         #endif
         #if !UNITY_EDITOR
         for (int i = 1; i < monitor_count; i++)
         {
             Display.displays[i].Activate();
         }
         #endif
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