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Won't Fix
Votes
0
Found in
2020.3.42f1
2021.3.14f1
Issue ID
UUM-19872
Regression
No
Display.SetRenderingResolution doesn't work with multiple displays
How to reproduce:
1. Open the user-attached project
2. Build and run the Project (Build Settings → Build and Run)
3. Click the ‘Activate Second Screen' button in the Build
4. Click the ‘Set Display' button
Expected result: Both displays switch to 1024x760 resolution
Actual result: None of the displays switch to 1024x760 resolution
Reproducible with: 2020.3.42f1, 2021.3.14f1
Couldn’t test with: 2022.1.23f1, 2022.2.0b16, 2023.1.0a20 (Build crashes on opening)
Reproduced on: macOS Monterey 12.6 (Intel), Windows 10 (user’s info)
First few lines of Stacktrace:
#0 0x007ff80685f00e in __pthread_kill
#1 0x007ff8067e0d24 in abort
#2 0x007ff8067e00cb in err
#3 0x007ff80f31a8a4 in bool MTLGetEnvCase<MTLErrorModeType>(char const*, MTLErrorModeType&, std::__1::vector<std::__1::pair<char const*, MTLErrorModeType>, std::__1::allocator<std::__1::pair<char const*, MTLErrorModeType> > > const&) (.cold.1)
#4 0x007ff80f304c05 in MTLReportFailure
#5 0x007ff80f2fd378 in _MTLMessageContextEnd
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Resolution Note:
Display.SetRenderingResolution is not the correct path for handling viewport resolution in Unity for multiple displays. The Windows player can use Display.Activate() overload or Display.SetParams to set resolution data this way, though it won't work for fullscreen exclusive mode.