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. |
RelativeMouseAt | Query relative mouse coordinates. |