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Won't Fix
Votes
0
Found in
2021.3.34f1
6000.0.0b11
Issue ID
UUM-59482
Regression
No
Screen.fullScreen is set to "False" when Display.Activate is used
How to reproduce:
1. Open the attached project "FullScreenFalseRepro.zip"
2. Build And Run the project
3. Exit the Player
4. Open the Player log (%USERPROFILE%\AppData\LocalLow\DefaultCompany\FullScreenFalseRepro\Player.log)
Expected results: "Fullscreen State" is True
Actual results: "Fullscreen State" is False
Reproducible with: 2021.3.34f1, 2022.3.17f1, 2023.2.4f1, 2023.3.0b1
Reproducible on: Windows 11 22H2
Not reproducible on: No other environment tested
Comments (1)
-
ionutparvu
Apr 10, 2024 09:01
In the current implementation of the Multi Display in Windows Standalone, when a secondary display is created the main window will be changed with a Resolution change request, with the resolution depending on what mode the game is FullScreen(display resolution) or Windowed(maintains the resolution), this request will make the main window windowed, and create a windowed window for the second display.
The resolution change will take effect the next frame therefore the reason why it takes two frames for Screen.fullscreen to be false. Due to the fragility of the Multi Display implementation, we consider it to be dangerous to fix this issue and I think a workaround for this issue is to make a difference between single Display and Multi Display. When the game is on multi-display (this can be done by checking if there is more than one display active Display.displays[k].active ) and see if the PlayerSettings.fullScreenMode, as this will dictate the resolutions of the windows that are handled by Unity.
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