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Question by MessySachu · Jul 27, 2016 at 07:14 PM · screenpromultiple-monitorsdisplays

Display.displays.length always returns 1

I am running on 5.3.4f1 Free version of Unity and trying to use multiple displays for a project. But irrespective of the number of displays connected, Display.displays always returns 1.

Does the multi display feature require a Pro version of Unity? I am not using an extended or stretched display. I need to display a camera view on the secondary display.

Thank you, Sachin

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Answer by CaptainJeffo · Oct 01, 2017 at 12:23 PM

I am running Unity 2017 and here also "Display.displays.Length" always returns 1 in Editor mode

using the example script...

 // Use this for initialization
 void Start()
 {
     Debug.Log("displays connected: " + Display.displays.Length);
     // Display.displays[0] is the primary, default display and is always ON.
     // Check if additional displays are available and activate each.
     if (Display.displays.Length > 1)
         Display.displays[1].Activate();
     if (Display.displays.Length > 2)
         Display.displays[2].Activate();
     ...

But I works in the build....

I use 2 NVIDIA GeForce 760 cards... one display/card SLI configuration = Activate all displays.

Am I missing something?

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Answer by rlalancette · Nov 18, 2019 at 02:49 AM

Same problem here. using Radeon. 2 different displays: 2 HDMI ports but Unity doesn't see the second display :)

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