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Fixed in 2020.1

Fix In Review for 2019.3

Fixed in 2017.4, 2018.4

Votes

1

Found in

2017.4.36f1

2018.4

2019.2.0a5

2019.3

2020.1

Issue ID

1207918

Regression

Yes

Original window doesnt enter fullscreen mode when launching with second display activated

Windows

-

Reproduction steps:
1. Open attached project
2. Build and run the project
3. Make sure "windowed" is unticked
4. Select lower resolution than native
5. Press "Play"

Expected: Window on the first display will be in fullscreen
Actual: Windows on the first display is in borderless fullscreen mode that doesn't fit the screen

Reproducible with: 2017.4.36f1, 2019.2.0a5, 2020.1.0a17
Not reproducible with: 2017.4.35f1, 2019.0a4

Note: Seems to be introduced with case 1040726

  1. Response avatar

    Resolution Note (fix version 2020.1):

    Regression was introduced while attempting to fix case 1040726 (https://issuetracker.unity3d.com/issues/primary-screen-window-size-turns-to-native-when-using-more-than-one-display)

    With this new fix, the initial state of the primary display will be based on the current FullscreenMode when multi-display is activated:

    - If running in ExclusiveFullScreen or FullScreenWindow mode, the primary display will have a "fullscreen window" matching the native monitor resolution
    - If running in Windowed mode, the primary display will have a "borderless window" matching the current width and height

    To change the window size on the primary display, call Display.SetParams() *after* activating the primary display.
    For example, to force 640x480 windows on both displays:

    // Display.Activate() parameters are ignored for the primary display (index 0) so just pass in 0's
    Display.displays[0].Activate(0, 0, 0);

    // Activate the secondary display to use a 640x480 window
    Display.displays[1].Activate(640, 480, 60);

    // Force the primary display to also use a 640x480 window
    Display.displays[0].SetParams(640, 480, 0, 0);

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