Search Issue Tracker
Duplicate
Votes
0
Found in
2019.1.0a12
Issue ID
1111874
Regression
No
Display.displays.Length always returns 1 if additional displays are not activated
This is either a bug or flawed documentation scripting example.
From documentation it is unclear whether you have to activate the monitors first or not, as activating monitors first produces correct results, however
according to documentations' example, activating is executed after checking available display's count
To reproduce:
1. Open any project
2. Include the attached "DisplayScript.cs" (or create one using documentation script example)
3. Enter Play mode
Expected: Display.displays.Length returns available monitor count
Actual: Display.displays.Length always returns 1 (if not activating display beforehand)
Reproduced in: 2017.4.18f1, 2018.2.20f1, 2018.3.1f1, 2019.1.0a13
Note: related documentation page:
https://docs.unity3d.com/Manual/MultiDisplay.html
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Some VFX Window Panels close on entering Play mode
- VFX Graph using Redo action for Move and Connect node results in an unknown input value
- VFX Parameters are missing the documentation links
- Node name gets cut off in the Visual Effect Graph when the name is long
- Custom Particle System names textboxes are not correctly wrapped in the VFX Control panel
This is a duplicate of issue #863908