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
- Mono Windows Builds don't produce full log callstacks when generating logs
- AssetBundles fail to load when running in Built Players for Mobile Devices
- UI elements with text gets bigger and grey when Player window is moved to another screen with different resolution
- System name accepts multiline text but crops it on confirmation, duplicates input, and shrinks the field when empty
- UI element scale and position are wrong in project build when DRS is changed with HDR and Software Dynamic Resolution enabled
This is a duplicate of issue #863908