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Fixed in 2018.3

Fixed in 2017.4, 2019.1



Found in




Issue ID




Primary screen window size turns to native when using more than one display



How to reproduce:
1. Open the attached project
2. Open DoubleDisplay.cs script
3. For methods Display.displays[0].SetParams and Display.displays[1].Activate, change window size parameters to 480x480
4. Build and Run the project

Expected result: When the game is launched, in both displays window sizes are like the ones that are set in the DoubleDisplay.cs script.
Actual result: The primary display window size turns to native. (Second screen has expected behavior.)

Reproducible with - 2017.1.0p5, 2017.1.4p1, 2017.2.0b7, 2017.2.3p1, 2017.3.0a4, 2017.4.5f1, 2018.1.5f1, 2018.2.0b8, 2018.3.0a2
Not reproduced with - 2017.1.0p4, 2017.2.0b6, 2017.3.0a3

- After regression, when using only one display, the window size is the same as Screen Resolution that is selected when launching the build (instead of the one that is set by Display.displays[0].SetParams in the script).

  1. Response avatar

    Resolution Note (fix version 2018.3):

    Fixed in 2019.2.0a5
    Backported to 2017.4.36f1, 2018.3.8f1, 2019.1.0b4

Comments (2)

  1. 31e7bac9dc7a67e3e9ae4554872a5546?d=mm


    Mar 12, 2019 12:59

    My customers are reporting that it is not fixed at all - so I don't think the fix works

  2. 0fd3707fd87030cbe8e9ded4febf6d13?d=mm


    Mar 01, 2019 22:45

    This fix seems likely to have introduced a new issue: the secondary display resolution is now locked to the primary display resolution in Windows 10 (not Win7), leaving black bars when second display is higher native res than primary.

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