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Won't Fix

Votes

0

Found in

2018.4

2019.4

2020.3

2021.1

2021.2

2021.2.0a16

Issue ID

1333598

Regression

No

Display.displays does not update when connecting/disconnecting an external display on a build

Windows

-

Reproduction steps:
1. Open attached project "Case_1330759"
2. Build and Run the Project
3. Observe the Text in the Build
4. Connect an external display and observe the Text in the Build again
5. Disconnect the display and observe the Text once more

Expected result: Display.displays updates when a display is connected/disconnected
Actual result: Display.displays does not update when connecting/disconnecting a display

Reproducible with: 2018.4.34f1, 2019.4.25f1, 2020.3.6f1, 2021.1.5f1, 2021.2.0a16

Notes:
- Reproducible on Windows and macOS

  1. Resolution Note (2021.2.X):

    We don't think this use case is important enough for Desktop Platforms. Since the customer that originally reported this issue only reported for mobile platform. We could consider this a feature request if we got enough requests from our customers.

Comments (4)

  1. CDTR_MattConroy

    Jul 26, 2024 08:12

    I am in the same situation and this issue makes Unity very difficult to use for installations as all I can do is confirm or deny that the correct number of Displays are present at the start of the application, not if one is connected or disconnected during runtime.

    There is also, somewhat annoyingly, an undocumented event that sounds like it would do exactly what I want, if it was ever raised. `Display.onDisplaysUpdated`.

  2. steffenzorn

    Mar 06, 2024 14:28

    Closing bugs as "won't fix" and considering working on that only if enough customers complain must be a joke. Please fix this issue.

  3. mbellgarmin

    Mar 01, 2024 15:23

    Having an accurate representation of the connected displays for both Windows and Android is important for a number of my projects. Please consider fixing this bug

  4. BOTHLine

    Jun 09, 2022 12:39

    But why does the Scripting API say "In a built application, Unity automatically updates this list when you connect or disconnect a display." if you say that's not a bug and you won't fix it?
    https://docs.unity3d.com/ScriptReference/Display-displays.html

    I too would need this on desktop builds. I am currently working on a project where one or more pojrectors are connected to the PC to display various information of the program within the room.
    The people interacting with that system are probably not reliable enough to always turn on the projectors beforehand. Thus I would like to implement a bootup scene which checks how many displays are currently connected, tell the user to connect/turn on the projector if needed and then automatically progress to the correct scnene. But since there seems to be absolutely no way to detect if a new display has been connected, this doesn't work either.

    What am I supposed to do in this kind of situation?

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