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Won't Fix
Votes
18
Found in
2018.3.10f1
Issue ID
1141732
Regression
No
Button's hitbox is offset when building standalone project for two screens
Reproduction steps:
1. Open the attached build of the project named "Build_1141732_New"
2. Select a non-native screen resolution
3. Start the game
4. Move the mouse over one of the buttons on the second screen
Expected result: Button's hitbox is inside the button
Actual result: Button's hitbox is offset
Reproducible with: 2018.3.8f1, 2018.3.12f1, 2019.1.0f1, 2019.2.0a11
Not reproducible with: 2017.4.25f1, 2018.3.7f1
Notes:
1. The bug only happens when the build is running with a non-native screen resolution
2. This is an existing issue (not a regression) which was masked by another bug:
https://issuetracker.unity3d.com/issues/primary-screen-window-size-turns-to-native-when-using-more-than-one-display
it preventing setting a non-native resolution and thereby kept this issue from manifesting
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jonalbert
Dec 14, 2020 17:44
Thanks for sharing the article
paymydoctor.me -
FSpark
Sep 08, 2020 10:58
The Unity Editor (2019.4.9f1) works with a second screen (4K) which is of a higher resolution to the primary screen of a MacBook Pro Retina 15", but the game executables do not?
Surely if Unity has already solved the issue, why can't the solution be applied to the game builds?
Come on Unity! The workaround suggested by the resolution is NOT USER FRIENDLY!!! It's a really poor and unacceptable workaround!
Unity is used for not just games but also visualisations, medical and industrial applications! Think about your end-user base please!
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Weightless
May 23, 2020 08:18
What kind of workaround is this? "To work around this problem with Multi-Display, ensure all display have the same Resolution or screen size." Let me just ask all users to buy new monitors.
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Pitou22
Jul 18, 2019 16:42
I confirm this problem, still present on 2019.1.10f1 ...
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unity_92f75KLGQnUMfA
Jun 19, 2019 09:08
Same problem here. Using ScreenSpace - Camera does not help either.
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JG-Denver
Jun 19, 2019 03:01
I believe this issue may be directly related to another issue already in Issue Tracker as well:
https://issuetracker.unity3d.com/issues/loading-second-display-on-2-different-monitor-setups-shrinks-the-higher-resolution-display-to-lower-resolution-displays-size -
m4d
Jun 18, 2019 23:02
We're having the same problem right now with ui controls (buttons, sliders, dropdowns) not receiving their raycasts when on a secondary display which has a different resolution than the first one.
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yezzer
Apr 11, 2019 10:27
We are also experiencing this issue, it's making multi-monitor projects difficult to work on.
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tabulatouch
Apr 10, 2019 18:50
I confirm this nasty problem, it is highly problematic on multi-display Windows system with different resolutions.
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Resolution Note:
When using Multi-Display, all the displays need to have the same Resolution (screen size) in order for the UI to work properly across all screens. If the Resolution on the secondary display(s) is different than the primary screen, the UI will not respond properly to pointer input. This problem is also present in Mac when using a Retina and non-Retina display in a Multi-Display application.
This occurs because mouse/pointer coordinates used by the UI are scaled and offset according to the screen size of the primary display and not the display the UI actually resides in. So, if the secondary display has a different Resolution than the primary one, the mouse position is scaled/offset incorrectly causing misalignment with the UI controls.
This issue has always been present with Multi-Display, but in the 2017.4 release the problem was masked due to a separate issue: https://issuetracker.unity3d.com/issues/primary-screen-window-size-turns-to-native-when-using-more-than-one-display. In that case, when Multi-Display was activated it always reverted to the native monitor resolution and ignored whatever resolution you specified. Therefore, assuming both monitors had the same native resolution, the UI worked properly because the app wasn't actually using different screen resolutions.
To work around this problem with Multi-Display, ensure all display have the same Resolution or screen size.