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Example use of the Unity 4.1 AirPlay API - gives a setup with the iOS device as controller of the remote display.
using UnityEngine;
using System.Collections;
/*
Runtime use:
To be available, AirPlay needs to be switched on for the device either via a native AirPlay UI component or
via the global AirPlay mirroring setting. Your options are:
A: Modify your Xcode project to layer a native AirPlay Cocoa control somewhere over your Unity content.
B: Enable global AirPlay mirroring on the device.
- You will find this next to the global volume control - available when you slide the multi-task bar
(accessible from double-home-button-click) to the right.
- If AirPlay receivers are available on the network, you should see an AirPlay button next to the volume
control.
- Tapping it pops a target selector up and with a display capable target selected, toggle on "mirroring".
- Returning to your application, AirPlay should now be available.
Though it is a more cumbersome user experience, I would recommend going with option B as long as it makes
sense, with an in-game description - to keep app simplicity.
If you want to test AirPlay, but do not have an AppleTV, I have successfully used AirServer for testing:
http://www.airserverapp.com
*/
namespace UnityAssets
{
public class DualDisplay : MonoBehaviour
{
public Camera mainCamera, controlsCamera;
public bool autoEnable = true;
public bool Available
{
get
{
return enabled && Display.displays.Length > 1;
}
}
public bool Active
{
get
{
return enabled && controlsCamera.enabled;
}
set
{
if (!value || !Available)
{
controlsCamera.enabled = false;
controlsCamera.SetTargetBuffers (Display.main.colorBuffer, Display.main.depthBuffer);
mainCamera.SetTargetBuffers (Display.main.colorBuffer, Display.main.depthBuffer);
}
else
{
Display secondDisplay = Display.displays[1];
mainCamera.SetTargetBuffers (secondDisplay.colorBuffer, secondDisplay.depthBuffer);
controlsCamera.SetTargetBuffers (Display.main.colorBuffer, Display.main.depthBuffer);
controlsCamera.enabled = true;
}
}
}
void Reset ()
{
mainCamera = Camera.main;
}
void Start ()
{
if (mainCamera == null || controlsCamera == null)
{
Debug.LogError ("DualDisplay missing a camera reference");
Destroy (this);
return;
}
controlsCamera.enabled = false;
}
void Update()
{
if (Available)
{
if (autoEnable)
{
Active = true;
}
}
else
{
Active = false;
}
}
}
}
@AngryAnt
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Initial version was using old API names. Sorry about that. Now updated.

@AngryAnt
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Added runtime use description.

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ghost commented Mar 15, 2013

it can only find one display with an ipad 2 with ios 6.1.2, i tried with airserver and reflector on osx 10.8.2, both the same, just one display and just the main camera shows up, is there anything extra to set up?

@superblockio
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This has been my experience as well, with an iPhone 5 and Apple TV or Airserver, or plugged directly in via lightening to HDMI. Display.displays.Length always returns 1. For now I print out Display.displays.Length to an NGUI label in my Update method, and I've checked to make sure it is actually updating. Unity just never detects the extra display. Am I missing something? And yes, I've enabled airplay mirroring and can see everything on both screens.

@SoundGuy
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I'm trying to do this with my iPAD 2, mirroring is on. i have a debug string on the screen showing "Display.displays.Length" which always returns 1. any ideas why or what should i do?

@jquentin
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Thanks for this example.
Do you know how to display a camera on both the device AND the external screen?
Thanks!

@vitapoly
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vitapoly commented Nov 5, 2013

Thanks for this example. For those that have Display.displays.Length == 1, it's because AirPlay is only for Unity Pro.

@Neogene
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Neogene commented Feb 20, 2014

I'm working on apple tv v3 and iPad mini retina, the mirroring doesn't work at full quality , it seem streamed to a lower quality, i added the Display.displays[1].SetRenderingResolution(1920,1080) to force the full resolution to the secondary display without success, any suggestion?

@johugh
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johugh commented Mar 25, 2014

I am experiencing bad quality in dual display as well. Antialisasing seems to not be working on the second display. Tried on AirServer and AppleTV2. Was this something anyone else experiences?

@PAHeartBeat
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Hi Guys I have tried it for a protrait game with AirServer Trial version and iPod 5th Gen, this script work perfect. but I notice main camera should behave like landscape game in AirServer (MAC). any guess about that...? I cant find any property about rstrict aspect of Main Cam which show on Air Server (second display or so on...)

I also have some confusiona about this line....
A: Modify your Xcode project to layer a native AirPlay Cocoa control somewhere over your Unity content.

@juxus1
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juxus1 commented Feb 7, 2017

Hallo,

i would like to send or mirror via HDMI but in full hd without black boarders on the sides. i want to display a vuforia AR app on a large tv.

@zcwaa22
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zcwaa22 commented Oct 13, 2018

Has anyone managed to get this working with Image Effects on the Airplay screen, they refuse to work for me on Unity 2018.2.7

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