View Issue Details
| ID | Project | Category | View Status | Date Submitted | Last Update |
|---|---|---|---|---|---|
| 0004758 | NoesisGUI | Unity | public | 2026-01-30 15:11 | 2026-03-23 12:36 |
| Reporter | Xaron | Assigned To | jsantos | ||
| Priority | normal | Severity | feature | ||
| Status | feedback | Resolution | reopened | ||
| Product Version | 3.2.10 | ||||
| Target Version | 3.2.13 | ||||
| Summary | 0004758: Multi Display Support | ||||
| Description | Dear Noesis team, it would be great to have multi monitor support. The discussion was started here so please check that thread for some details: https://www.noesisengine.com/forums/viewtopic.php?t=1449 Tl;dr: For Unity multi monitor support means that each display has its own camera. Two cameras each set to a different Display. Our request would be that each has a NoesisView component attached with a simple XAML with a button. Both buttons should be clickable and should highlight when mousing over. Thank you! | ||||
| Platform | Any | ||||
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The following patch should fix this issue. Could you please try it out? NoesisView.cs.patch (892 bytes)
Index: NoesisView.cs
===================================================================
--- NoesisView.cs (revision 16730)
+++ NoesisView.cs (working copy)
@@ -1319,10 +1319,6 @@
{
#if ENABLE_LEGACY_INPUT_MANAGER
Vector3 mousePosition = UnityEngine.Input.mousePosition;
- #else
- Vector3 mousePosition = UnityEngine.InputSystem.Mouse.current.position.ReadValue();
- #endif
-
Vector3 p = Display.RelativeMouseAt(mousePosition);
if (p == Vector3.zero)
@@ -1332,6 +1328,11 @@
_activeDisplay = (int)p.z;
return p;
+ #else
+ Vector3 mousePosition = UnityEngine.InputSystem.Mouse.current.position.ReadValue();
+ _activeDisplay = UnityEngine.InputSystem.Mouse.current.displayIndex.value;
+ return mousePosition;
+ #endif
}
private void UpdateMouse()
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The implementation of MousePosition should be like this: |
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Hi and sorry for the late feedback. We did some first tests and it looks promising. But so far it only seems to work in standalone builds which makes it a bit tricky to use for development. The mouse z is the index of the screen and that doesn't work in the editor. If you open a second game screen in Unity and set that one to Display 2 the mouse display index (z) will still return Display 1 the entire time. This would be probably helpful to be added or used to get the right one in editor mode: https://docs.unity3d.com/6000.3/Documentation/ScriptReference/Display-activeEditorGameViewTarget.html |
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The main issue we have in the editor is that OnGUI is not invoked on secondary displays. The proper solution would be to deprecate OnGUI entirely. This is something we’re considering for Noesis 4.0, but I can provide you with a preview in 3.2 (disabled by default) so you can try it out. |
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| Date Modified | Username | Field | Change |
|---|---|---|---|
| 2026-01-30 15:11 | Xaron | New Issue | |
| 2026-02-05 16:34 | jsantos | Assigned To | => jsantos |
| 2026-02-05 16:34 | jsantos | Status | new => assigned |
| 2026-02-05 16:34 | jsantos | Target Version | => 3.2.12 |
| 2026-03-02 14:37 | jsantos | Note Added: 0011978 | |
| 2026-03-02 14:37 | jsantos | File Added: NoesisView.cs.patch | |
| 2026-03-02 14:37 | jsantos | Status | assigned => feedback |
| 2026-03-02 14:38 | jsantos | Note Added: 0011979 | |
| 2026-03-03 12:50 | jsantos | Status | feedback => resolved |
| 2026-03-03 12:50 | jsantos | Resolution | open => fixed |
| 2026-03-03 12:50 | jsantos | Fixed in Version | => 3.2.12 |
| 2026-03-18 22:07 | Xaron | Status | resolved => feedback |
| 2026-03-18 22:07 | Xaron | Resolution | fixed => reopened |
| 2026-03-18 22:07 | Xaron | Note Added: 0012062 | |
| 2026-03-18 22:13 | Xaron | Note Edited: 0012062 | |
| 2026-03-23 12:32 | jsantos | Fixed in Version | 3.2.12 => |
| 2026-03-23 12:32 | jsantos | Target Version | 3.2.12 => 3.2.13 |
| 2026-03-23 12:36 | jsantos | Note Added: 0012086 |