Display
Provides access to a display or screen for rendering operations.
Read time 2 minutesLast updated 4 days ago
Definition
- Type: Class
- Namespace: UnityEngine
- Assembly: UnityEngine.CoreModule
public class Display
Remarks
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 class only work on some of the supported platforms. For more information about platform compatibility, refer to the individual properties and methods.
DisplayUse the class to operate on the displays and Camera.targetDisplay to set up cameras for rendering to individual displays.
DisplayAdditional Resources: Camera.targetDisplay, Canvas.targetDisplay.
Examples
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 Fields
Value | Description |
|---|---|
| displays | The list of connected displays. |
Properties
Property | Description |
|---|---|
| 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 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 | Vertical native display resolution. |
| systemWidth | Horizontal native display resolution. |
Static Properties
Property | Description |
|---|---|
| activeEditorGameViewTarget | Get the Editors active GameView display target. |
| main | Main Display. |
Methods
Method | Description |
|---|---|
| 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 | Sets rendering resolution for the display. |
Static Methods
Method | Description |
|---|---|
| RelativeMouseAt | Query relative mouse coordinates. |