Search Issue Tracker
Active
Under Consideration for 6000.0.X, 6000.1.X, 6000.2.X, 6000.3.X
Votes
1
Found in
6000.0.47f1
6000.1.0b15
6000.2.0a9
6000.3.0a1
Issue ID
UUM-103506
Regression
Yes
[macOS] Secondary display rendering incorrect target and flickering when building for Multi-Display
How to reproduce:
1. Open the “IN-99326_Unity6-URP” project
2. Ensure secondary monitor is set as “Extended display” in OS Display settings
3. Select File > Build And Run (Cmd + B)
4. Observe both monitors
Expected result: Main monitor displays the UI and second monitor displays 3D Scene
Actual result: Main monitor displays UI upside-down and second monitor displays the UI while flickering
Reproducible with: 2023.2.0a19, 6000.0.47f1, 6000.1.0b15, 6000.2.0a9
Not reproducible with: 2022.3.61f1, 2023.2.0a18
Reproducible on: macOS 15.4 (M1 Max)
Not reproducible on: Windows 11
Notes:
- The issue did not reproduce when both of the monitors were accessory (two monitors connected to the laptop, laptop screen shut) likely indicating that a mac built-in display is needed for reproduction
- In 6000.2.0a9 the text is not upside-down on the main monitor (secondary monitor still displaying upside-down UI and flickering)
- In 2023.2.0a19, the UI is not upside down in both of the monitors, but secondary monitor has the flickering UI instead of the 3D Scene
Comments (1)
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
- The tag adder functionality does not work if a space is entered instead of a name
- Errors thrown in the Console when configuring In-App Purchases package
- Longer Scaler Profile names go out of the"Scaler Profilers" section
- AI Navigation window UI elements overlap when the AI Navigation window is docked and resized
- Editor freezes after some time when using NavMeshQuery::Raycast
JamesSozoLabs
Jun 17, 2025 11:53
I'm experiencing the same issue on 6000.0.46f1.
We resolved the flickering issue by adding a second camera into our scene that targets Display 2, even though our application only runs UI Toolkit UIs with very little scene data required.
But after adding the second camera, we still have both screens now rendering upside down.
The issue goes away when we unplug the accessory monitor and run a single screen app on the main laptop display.
We can confirm the issue does not occur on Windows either.