Select your preferred scripting language. All code snippets will be displayed in this language.
class in UnityEngine
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.
CloseProvides access to a display / screen for rendering operations.
Multi-display rendering is available on PC (Windows/Mac/Linux), iOS and Android.
Use the Display class to operate on the displays themselves, and Camera.targetDisplay to set up cameras for rendering to individual displays.
See Also: Camera.targetDisplay, Canvas.targetDisplay.
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 | Vertical resolution that the display is rendering at. |
renderingWidth | Horizontal resolution that the display is rendering at. |
systemHeight | Vertical native display resolution. |
systemWidth | Horizontal native display resolution. |
Activate | Activate an external display. Eg. Secondary Monitors connected to the System. |
SetParams | Set rendering size and position on screen (Windows only). |
SetRenderingResolution | Sets rendering resolution for the display. |
RelativeMouseAt | Query relative mouse coordinates. |