Search Issue Tracker
Fixed in 2017.3.0f3
Fixed in 5.6.X
Votes
11
Found in
5.3.4f1
Issue ID
782380
Regression
No
Multi-display camera does not render after reloading the scene using SceneManager.LoadScene()
To reproduce the issue follow the steps:
1. Open "Multi Display Camera Bug" project
2. Open "Demo Scene" scene
3. Build and run
4. After pressing "Reload Level" second display screen stops rendering the scene
Expected: All the camera and display screen should reset
Reproduced in 5.3.4p1, 5.3.4f1, 5.4.0b11
5.2.X does not have scene manager.
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
- Animation Clip with Legacy enabled does not play when Time.timeScale is set to 0 despite Update mode set to "Unscaled time"
- Rename is enabled on subfolder empty space - "Can't rename to empty name" warning
- SamplerState Property Missing Anisotropic Filtering
- Visual glitches when using Handles API
- The RGBA color values are inconsistent when comparing two identical colors set in the Inspector
Felipe-Brito
Oct 26, 2017 15:19
Still in 2017.2.0f3
vivecheil
Oct 11, 2017 15:40
Unity 2017.1.2f.1 Personal:
-Scene with 2 Cameras
-Added script to render the second Cam to coressponding Display
-Build a scene for Android
-Get the info Display.displays.length = 2
-but just mirrors the view on Galaxy S8+
adellelin
Aug 07, 2017 01:28
Still exists in 2017 beta
Libor
Jun 01, 2017 14:11
Still in 5.6.1f1 :( !!
Shark4
Nov 17, 2016 15:16
I just figured out what I did wrong on this. I manage to make it work by checking if the display was already activated before activate it. You see I have this script that active display like on the example in the manual ( if (Display.displays.Length > 1) Display.displays[1].Activate(); ) but I have this script in all my scene so after I loaded the new scene it active again and it was this that cause the bug.
So I make a static bool that register if the display was activated or not before activate it... So it's not really a bug, but having it to check by itself when we call the Activate() function to not calling it if it was already activate would be cool.
amit_3d-innotech
Sep 08, 2016 07:46
Hi,
I'm facing exactly the same issue, it would be nice to hear if you managed to solve that.
As well I think Display.Deactivate will be very usefull.
vertexxx
Jun 28, 2016 08:40
And one extra note: Loading another scene in the Editor and switching the Displays in the Game View it works fine. This issue appears only in the build version. (Using Windows 10)
vertexxx
Jun 28, 2016 08:34
Same issue appears in 5.4.0b22. I also try some workarounds
- calling Display.SetParams or Display.SetRenderingResolution (to "reactivate the display)"
- mark the display cameras as as undestroyable by calling DontDestroyOnLoad and move it to the new scene with SceneManager.MoveGameObjectToScene
but without success.
By the way: next to the Display.Activate method a Deactivate method would be nice :)