Search Issue Tracker




Found in


Issue ID




[UI] [Slider] [MultiDisplay] Sliders do not work or act incorrectly on dual displays



To reproduce:
1) Open attached project and scene
2) Open two game tabs for Displays 1 and 2
3) Play it
4) Try both sliders - either Display 2 slider doesn't work or it instead slides first display's slider
5) Build and run on Standalone
6) Try both sliders again - now Display 2 slider reacts to hovering, but on first press it goes to max value and then cannot be moved at all

Expected: Each slider works independently

Reproduced in 5.4.3f1, 5.5.0f3, 5.6.0a5

Comments (2)

  1. ahmidou

    Apr 12, 2017 16:09

    Have this been merged in 5.6? I still have the problem.
    Also can we have a 5.6 working branch for the UI repo?


  2. jlsali

    Jan 09, 2017 19:36

    I´m solved this problem using "RelativeMouseAt" on "ScreenPointToLocalPointInRectangle". Like this:

    // Update the slider's position based on the mouse.
    void UpdateDrag(PointerEventData eventData, Camera cam)
    RectTransform clickRect = m_HandleContainerRect ?? m_FillContainerRect;
    if (clickRect != null && clickRect.rect.size[(int)axis] > 0)
    Vector2 localCursor;
    if (!RectTransformUtility.ScreenPointToLocalPointInRectangle(clickRect, Display.RelativeMouseAt(eventData.position), cam, out localCursor))

    localCursor -= clickRect.rect.position;

    float val = Mathf.Clamp01((localCursor - m_Offset)[(int)axis] / clickRect.rect.size[(int)axis]);
    normalizedValue = (reverseValue ? 1f - val : val);

Add comment

Log in to post comment

All about bugs

View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.