Display
class in
UnityEngine
/
Implemented in:UnityEngine.CoreModule
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Description
Provides access to a display / screen for rendering operations.
Unity supports multi-display rendering on:
- Desktop platforms (Windows, macOS X, and Linux)
- Android (OpenGL ES and Vulkan)
- iOS
Some features work only on some platforms. See the properties and methods for more information about compatibility.
Use the Display class to operate on the displays themselves, and Camera.targetDisplay to set up cameras for rendering to individual displays.
See Also: Camera.targetDisplay, Canvas.targetDisplay.
using UnityEngine;
public class Example : MonoBehaviour
{
Camera extCam;
Camera cam;
void Start()
{
// GUI is rendered with last camera.
// As we want it to end up in the main screen, make sure main camera is the last one drawn.
extCam.depth = cam.depth - 1;
cam.SetTargetBuffers(Display.main.colorBuffer, Display.main.depthBuffer);
extCam.enabled = false;
}
void Update()
{
if (Display.displays.Length > 1 && !extCam.enabled)
{
Display.displays[1].SetRenderingResolution(256, 256);
extCam.SetTargetBuffers(Display.displays[1].colorBuffer, Display.displays[1].depthBuffer);
}
extCam.enabled = Display.displays.Length > 1;
}
}
Public Methods
Activate | Activates an external display. For example, a secondary monitor connected to the system. |
SetParams | Windows platforms only. Sets rendering size and position on screen. |
SetRenderingResolution | Sets rendering resolution for the display. |