I am trying to find a way of mixing fullscreen and windowed using unity 5’s TargetDisplay system.
I have seen the page here:
It seems to be that activating a monitor causes all to go into fullscreen.
For example, I can’t fullscreen on the secondary and leave the primary monitor windowed.
It does seem like there is some combinations of resizing and activating windows that will allow you to mix fullscreen and non fullscreen. But it doesn’t seem consistent.
If i activate all of the displays then set the resolution of the primary monitor to be less than the native resolution, it will allow me to switch back and forth between a windowed primary monitor and full screen secondary monitors. The primary monitor doesn’t have window borders in this case. And seems to require setting sending the resize commands multiple times for it to fully catch.
Are there any suggestions for dealing with this? I am submitting it as a bug report because the behavior is undesirable, inconsistent, and even on a simple project with one script, messing around too much will crash the system.