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Unity - Scripting API: Display
Version: Unity 6.5 (6000.5)
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    LanguageEnglish
    • C#

    Display

    class in UnityEngine

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    Description

    Provides access to a display or screen for rendering operations.

    Unity supports multi-display rendering on the following platforms:

    • Desktop platforms (Windows, macOS, and Linux)
    • Android (OpenGL ES and Vulkan)
    • iOS
    • Embedded Linux
    • QNX

    Some features in the Display class only work on some of the supported platforms. For more information about platform compatibility, refer to the individual properties and methods.

    Use the Display class to operate on the displays and Camera.targetDisplay to set up cameras for rendering to individual displays.

    Additional resources: 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; } }

    Static Properties

    Property Description
    activeEditorGameViewTargetGet the Editors active GameView display target.
    displaysThe list of connected displays.
    mainMain Display.

    Properties

    Property Description
    activeGets the state of the display and returns true if the display is active and false if otherwise.
    colorBufferColor RenderBuffer.
    depthBufferDepth RenderBuffer.
    renderingHeightVertical resolution that the display is rendering at.
    renderingWidthHorizontal resolution that the display is rendering at in the viewport.
    requiresBlitToBackbufferTrue when the back buffer requires an intermediate texture to render.
    requiresSrgbBlitToBackbufferTrue when doing a blit to the back buffer requires manual color space conversion.
    systemHeightVertical native display resolution.
    systemWidthHorizontal native display resolution.

    Public Methods

    Method Description
    ActivateActivates an external display. For example, a secondary monitor connected to the system.
    SetParamsWindows platforms only. Sets rendering size and position on screen.
    SetRenderingResolutionSets rendering resolution for the display.

    Static Methods

    Method Description
    RelativeMouseAtQuery relative mouse coordinates.

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