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Fixed in 2017.3.0f3

Fixed in 5.6.X



Found in


Issue ID




Multi-display camera does not render after reloading the scene using SceneManager.LoadScene()

Window management


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 (8)

  1. C2b93c053ee1bca48275c231a6bb108c?d=mm


    Oct 26, 2017 15:19

    Still in 2017.2.0f3

  2. 3bc8a17aea59ac780e0323e63580096b?d=mm


    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+

  3. 27aafcbe570dc9e9994e834445a1d645?d=mm


    Aug 07, 2017 01:28

    Still exists in 2017 beta

  4. A20ba3336cb5b671cf48043cce419e21?d=mm


    Jun 01, 2017 14:11

    Still in 5.6.1f1 :( !!

  5. 3d34da6794a7b55d85ac7fcf64253140?d=mm


    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.

  6. 5ebdf6a8b3c41832fb3ac17a8ace3d1c?d=mm


    Sep 08, 2016 07:46

    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.

  7. Dc74667b23c2272b40b3db8b564e921d?d=mm


    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)

  8. Dc74667b23c2272b40b3db8b564e921d?d=mm


    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 :)

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