レンダリング処理の際、ディスプレイ / 画面へのアクセスを提供します。
Unity supports multi-display rendering on:
Desktop platforms (Windows, macOS X, and Linux)
Android (OpenGL ES and Vulkan)
iOS
Some features in the Display class only work on some of the supported platforms. See the properties and methods for more information about platform compatibility.
ディスプレイそれ自体で操作するためには、Display クラスを使い、個々のディスプレイにレンダリングするためにカメラを設定するには、Camera.targetDisplay を使用します。
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; } }
activeEditorGameViewTarget | Get the Editors active GameView display target. |
displays | The list of connected displays. |
main | メインディスプレイ |
active | Gets the state of the display and returns true if the display is active and false if otherwise. |
colorBuffer | カラー RenderBuffer |
depthBuffer | デプス RenderBuffer. |
renderingHeight | ディスプレイがレンダリングする垂直方向 (縦方向) の解像度 |
renderingWidth | Horizontal resolution that the display is rendering at in the viewport. |
requiresBlitToBackbuffer | True when the back buffer requires an intermediate texture to render. |
requiresSrgbBlitToBackbuffer | True when doing a blit to the back buffer requires manual color space conversion. |
systemHeight | 垂直方向 (縦方向) のネイティブのディスプレイ解像度 |
systemWidth | 平行方向 (横方向) のネイティブのディスプレイ解像度 |
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 | ディスプレイのレンダリング解像度を設定します |
RelativeMouseAt | 相対的マウス座標を探します。 |
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.