Search Issue Tracker

Fix in review

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()

Window management

-

-

Priority: 2Necessary for shipping a final release

-

Severity: 0Severity not yet defined

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.

Comments (6)

  1. 27aafcbe570dc9e9994e834445a1d645?d=mm

    adellelin

    Aug 07, 2017 01:28

    Still exists in 2017 beta

  2. A20ba3336cb5b671cf48043cce419e21?d=mm

    Libor

    Jun 01, 2017 14:11

    Still in 5.6.1f1 :( !!

  3. 3d34da6794a7b55d85ac7fcf64253140?d=mm

    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.

  4. 5ebdf6a8b3c41832fb3ac17a8ace3d1c?d=mm

    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.

  5. Dc74667b23c2272b40b3db8b564e921d?d=mm

    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)

  6. Dc74667b23c2272b40b3db8b564e921d?d=mm

    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 :)

All about bugs

View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.