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Fixed in 2018.1.X



Found in


Issue ID




[OSX] [Multidisplay] 2nd screen is not shown when scene is built as 64bit or Universal

Window management


To reproduce:
1. Open project
2. Build and run scene for x86 version
3. Repeat 2nd step with x86_64 or Universal build target architecture

Expected: 2 screens with toggle will be visible both times
Actual: 2nd screen is shown only when scene is built for x86

Reproduced on: any 2017.1, 2017.2 and 2017.3(since 2017.3 only 64bit architecture available)
Not reproducible: 5.5.0f3, 5.5.4p1, 5.6.0a3

Regression introduced in 5.6.0a3- 5.6.0a6

Tested on: OSX 10.12 and 10.13

  1. Resolution Note (fix version 2018.1):

    - Metal MultiDisplay support was implemented in April 2019, it's only available on 2019.3 or later releases

    - It looks like issue id 959498 was closed after an OpenGL multidisplay related issue was fixed into 2018.1. Communication error, at this time Metal MultiDisplay support was not implemented.

    - Metal support is 64bit only, so once you enable Universal (32/64bit) support, it's likely using Metal graphics device by default. A workaround is to remove Metal explicitly from Auto Graphics API for Mac list in player settings.

    - 32bit/Universal Mac application support was dropped entirely in 2017.3, increasing odds that Metal graphics are being used by default

    - Unity releases older than 2019.3, if you need MultiDisplay support, please make sure Metal graphics is not listed in Auto Graphics API for Mac list in player settings.

Comments (12)

  1. thorikawa

    Jan 31, 2018 10:03

    It still happens on OSX Unity 2018.1.0b4 with Metal graphics api. If I switched graphics api to OpenGL core, it works.

  2. Arthur-LVGameDev

    Jan 12, 2018 07:07

    Any idea if Unity plans to fix multi-display functionality on macOS in 2018 maybe? Fairly sure it was broken for macOS 64-bit builds for most, if not all, of 2017. =(

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