Provides access to a display / screen for rendering operations.
This feature is available for iPhone.
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 = camera.depth - 1;
camera.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;
}
| displays | The list of currently connected Displays. Contains at least one (main) display. |
| main | Main Display. |
| colorBuffer | Color RenderBuffer. |
| depthBuffer | Depth RenderBuffer. |
| renderingHeight | Rendering Height. |
| renderingWidth | Rendering Width. |
| systemHeight | System Height. |
| systemWidth | System Width. |
| Activate | Activate an external display. Eg. Secondary Monitors connected to the System. |
| SetParams | This Windows only function can be used to set Size and Position of the Screen when Multi-Display is enabled. |
| SetRenderingResolution | Sets Rendering resolution for the display. |
| MultiDisplayLicense | Check if MultiDisplayLicense is enabled. |
| RelativeMouseAt | Query relative mouse coordinates. |