Provides access to a display / screen for rendering operations.
Multi-display rendering is available on PC (Windows/Mac/Linux), iOS and Android.
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.
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 = camera.depth - 1;
camera.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;
}
| displays | The list of currently connected Displays. Contains at least one (main) display. |
| main | Main Display. |
| active | Gets the state of the display and returns true if the display is active and false if otherwise. |
| colorBuffer | Color RenderBuffer. |
| depthBuffer | Depth RenderBuffer. |
| renderingHeight | Vertical resolution that the display is rendering at. |
| renderingWidth | Horizontal resolution that the display is rendering at. |
| systemHeight | Vertical native display resolution. |
| systemWidth | Horizontal native display resolution. |
| Activate | Activate an external display. Eg. Secondary Monitors connected to the System. |
| SetParams | Set rendering size and position on screen (Windows only). |
| SetRenderingResolution | Sets rendering resolution for the display. |
| RelativeMouseAt | Query relative mouse coordinates. |