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
- Duplicate External Textures start appearing when a Texture created with "CreateExternalTexture" is modified causing Memory Usage spikes on VisionOS
- Silent crash when using a "Blend Shape" in a "Skinned Mesh Renderer" to move vertices to Vector3.positiveInfinity, and "Occlusion Culling" is baked
- Some Prefab Source and Override content bounds are misaligned
- The Package Manager's "install packages by..." panels break when Domain Reload is triggered, and the panel is open
- Crash with multiple stack traces when leaving a docked VFX Graph open
This is a duplicate of issue #863908