![]() Multi-display only runs in standalone mode, and is supported on Windows, Mac OS X and Linux. You could use this for PC games, arcade game machines and simple installations for public display. Multi-display allows you to display up to 8 different camera views of your application on up to 8 different monitors at the same time. M圜ams.targetDisplay = i //Set the Display in which to render the camera toĭ() //Enable the displayĭebug.Log("New Display Connected. Call function when new display is connectedĭisplay.onDisplaysUpdated += OnDisplaysUpdated įor (int i = 0 i < i++) M圜ams = GameObject.Find("Camera4").GetComponent() M圜ams = GameObject.Find("Camera3").GetComponent() M圜ams = GameObject.Find("Camera2").GetComponent() M圜ams = GameObject.FindGameObjectWithTag("MainCamera").GetComponent() Let's say we have 4 cameras and 4 displays and we want to display each camera to each display. MyOtherCamera.targetDisplay = 1 //Make MyOtherCamera to display on the second display. ![]() ( For Windows only) int width, height, refreshRate ĭ(width, height, refreshRate) īefore you activate the display, make sure to set the display index to a camera. When activating the display, you can also provide the width, height and refresh rate. ![]() You can use to check the amount Displays connected.ĭisplay.displays is the main/primary display.Ĭall the Activate function to activate the display. Position multiple cameras in different places in the-same scene then render each camera to different display. However, you can use Application.LoadLevelAdditive (obsolete) or SceneManager.LoadScene("sceneName",LoadSceneMode.Additive) to extend the current scene which has nothing to do with what you are asking. The fact is that you cannot run two different scenes at the-same time. Display different scenes on multiple monitors?ĭisplay different cameras from the-same scene on multiple monitors?
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