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Up and Coming
July 24, 2013

Aaarggghhh! Monitors Unity Arrrgghhh!

All was good and well in Unity Rift development land as command line argument -adapter N worked!

But now it seems to have stopped working for me.

OK I made space wars without a config dialogue and let people know that you could set a shortcut up with the -adapter parameter and it would run on your rifts display.

Then people asked for a config dialogue, e.g. pump up the res and allow the rift to downsample the screen or test the game on the Rift HD maybe.

But the problem with Unity and the config dialogue box is you loose control of which monitor the game runs on.

So people complain and I go easy make a build without the config dialogue that will open in full screen mode, only it doesn't seem to work the game opens in a window!

Anyone else having these issues with Unity and found ways to control which monitor it launches on?

Cheers
Al

PS Unity 4.2
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    4 replies

    ArowxAuthor
    Up and Coming
    July 24, 2013
    OK the playersettings -> Use Player Log option, stops your game from re-opening in a window, but still no joy with getting the adapter/monitor to change at launch?
    ArowxAuthor
    Up and Coming
    July 24, 2013
    OK I think I have found the problem, it looks like when you build to DX11 the adapter -N command line does not work as advertised, I have raised a bug with Unity.
    Inspiring
    July 24, 2013
    Thanks for finding this! I don't think that -Adapter N works in OpenGL either, and it doesn't work on Windows 8 (as far as I know).. and it doesn't work on Mac, or in Linux either :)

    I am hoping that Unity will support a drop-down in the Resolution Dialog with which monitor to target (which gets saved when set like the other options). However, I have been told that with the way full-screen is handled on various platforms, it is not a trivial task.
    Peter Giokaris Senior Software Engineer
    Inspiring
    July 24, 2013
    The "-adapter N" trick still works when you use the settings dialog. I use it all the time.

    However, I have noticed sometimes, or with certain apps, it doesn't work. Might be related to DX11, not sure.
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