Unity3D has native multimonitor support in recent versions. The API documentation suggests that this is tied to connecting each display to a camera view. Is it possible to, instead, map a display to a scene ? So that a user with two monitors could have two different scenes each displayed on one of the monitors ? If it is possible, how would one go about doing this ?
Display different scenes on multiple monitors?
No, you can't.
Display different cameras from the-same scene on multiple monitors?
Yes! with the Display class.
The fact is that you cannot run two different scenes at the-same time. You cannot.
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.
What you can do:
Position multiple cameras in different places in the-same scene then render each camera to different display.
The max supported display is 8.
You can use Display.displays.Length
to check the amount Displays connected.
Display.displays[0]
is the main/primary display.
Display.displays[1]
Next display
Display.displays[2]
Next display
Display.displays[3]
Another Next display
Call the Activate function to activate the display.
Display.displays[1].Activate();
When activating the display, you can also provide the width, height and refresh rate. (For Windows only)
int width, height, refreshRate;
width = Screen.width;
height = Screen.height;
refreshRate = 120;
Display.displays[1].Activate(width, height, refreshRate);
Before you activate the display, make sure to set the display index to a camera.
MyOtherCamera.targetDisplay = 1;
//Make MyOtherCamera to display on the second display. You can now call the Activate function.
Let's say we have 4 cameras and 4 displays and we want to display each camera to each display.
Camera[] myCams = new Camera[4];
void Start()
{
//Get Main Camera
myCams[0] = GameObject.FindGameObjectWithTag("MainCamera").GetComponent<Camera>();
//Find All other Cameras
myCams[1] = GameObject.Find("Camera2").GetComponent<Camera>();
myCams[2] = GameObject.Find("Camera3").GetComponent<Camera>();
myCams[3] = GameObject.Find("Camera4").GetComponent<Camera>();
//Call function when new display is connected
Display.onDisplaysUpdated += OnDisplaysUpdated;
//Map each Camera to a Display
mapCameraToDisplay();
}
void mapCameraToDisplay()
{
//Loop over Connected Displays
for (int i = 0; i < Display.displays.Length; i++)
{
myCams[i].targetDisplay = i; //Set the Display in which to render the camera to
Display.displays[i].Activate(); //Enable the display
}
}
void OnDisplaysUpdated()
{
Debug.Log("New Display Connected. Show Display Option Menu....");
}