Search Issue Tracker
Fixed
Votes
0
Found in
2020.3.39f1
2021.3.10f1
2022.1.17f1
2022.2.0b8
Issue ID
UUM-16596
Regression
No
Build fails to open in Fullscreen in both displays when building a project that uses Multiple Displays
How to reproduce:
1. Open the attached user project
2. Build And Run (File > Build And Run)
Expected result: The Build is in fullscreen on both displays and both buttons are clickable
Actual result: The Build works fine on the first display, but on the second display the window is smaller than expected and the button is not clickable
Reproducible: 2020.3.39f1, 2021.3.10f1, 2022.1.17f1, 2022.2.0b8, 2023.1.0a1, 2023.1.0a9
Not reproducible with: 2023.1.0a10, 2023.1.0a12
Reproduced on: macOS (12.5)
Note: After changing anything in the project and saving, then rebuilding, the first time Unity will work fine, but after rebuilding (without changing anything) or re-opening the Build the Issue reoccurs
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- [Android] [iOS] [UnityWebRequest] Requests with "UnityWebRequest" are open for SSL Proxying
- SetWindowsHookEx does not prevent Windows key input when Editor or Player Window is focused and Active Input Handling is set to “Input System Package (New)” or “Both”
- Crash on GetEffectiveBc7TextureCompressor() when loading and unloading all Assets in the Project
- Terrain Masks do not ignore the mipmap limit
- "Build And Run" the project for Web is allowed even though the directory for the non-default browser is not selected
Resolution Note:
Fixed by https://issuetracker.unity3d.com/product/unity/issues/guid/UUM-501