Version: 2022.3
LanguageEnglish
  • C#

Display

class in UnityEngine

/

Implemented in:UnityEngine.CoreModule

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Description

Provides access to a display / screen for rendering operations.

Unity supports multi-display rendering on:

  • Desktop platforms (Windows, macOS X, and Linux)
  • Android (OpenGL ES and Vulkan)
  • iOS

Some features in the Display class only work on some of the supported platforms. See the properties and methods for more information about platform compatibility.

Use the Display class to operate on the displays themselves, and Camera.targetDisplay to set up cameras for rendering to individual displays.

Additional resources: Camera.targetDisplay, Canvas.targetDisplay.

using UnityEngine;

public class Example : MonoBehaviour { Camera extCam; Camera cam;

void Start() { // GUI is rendered with last camera. // As we want it to end up in the main screen, make sure main camera is the last one drawn. extCam.depth = cam.depth - 1;

cam.SetTargetBuffers(Display.main.colorBuffer, Display.main.depthBuffer); extCam.enabled = false; }

void Update() { if (Display.displays.Length > 1 && !extCam.enabled) { Display.displays[1].SetRenderingResolution(256, 256); extCam.SetTargetBuffers(Display.displays[1].colorBuffer, Display.displays[1].depthBuffer); } extCam.enabled = Display.displays.Length > 1; } }

Static Properties

activeEditorGameViewTargetGet the Editors active GameView display target.
displaysThe list of connected displays.
mainMain Display.

Properties

activeGets the state of the display and returns true if the display is active and false if otherwise.
colorBufferColor RenderBuffer.
depthBufferDepth RenderBuffer.
renderingHeightVertical resolution that the display is rendering at.
renderingWidthHorizontal resolution that the display is rendering at in the viewport.
requiresBlitToBackbufferTrue when the back buffer requires an intermediate texture to render.
requiresSrgbBlitToBackbufferTrue when doing a blit to the back buffer requires manual color space conversion.
systemHeightVertical native display resolution.
systemWidthHorizontal native display resolution.

Public Methods

ActivateActivates an external display. For example, a secondary monitor connected to the system.
SetParamsWindows platforms only. Sets rendering size and position on screen.
SetRenderingResolutionSets rendering resolution for the display.

Static Methods

RelativeMouseAtQuery relative mouse coordinates.