Обеспечивает доступ к дисплею / экрану для операций визуализации.
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 | Список подключенных в данный момент дисплеев. Содержит по крайней мере один (основной) дисплей. | 
| main | Основной дисплей. | 
| active | Gets the state of the display and returns true if the display is active and false if otherwise. | 
| colorBuffer | Цвет RenderBuffer. | 
| depthBuffer | Глубина 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 | Устанавливает разрешение визуализации для дисплея. | 
| RelativeMouseAt | Query relative mouse coordinates. |