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.
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; } }
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. |