Hi there,
My application happily uses native texture pointers (OpenGLCore, OpenGL2, D3D11 and D3D9) with single displays. However, when going **multi**-display (D3D11), Unity (5.6.1, 5.6.2) freezes as soon as my native plugin does its job of creating a texture and gives a pointer back to my Unity app for use ( `Texture2D.CreateExternalTexture()` ). I suspect an issue about contexts, but I can’t be sure.
1. Does the `Display.activate()` function create one context per screen, using D3D11?
2. Same question for OpenGLCore.
3. Is there any way I can get more info about such a freeze?
Strange point is that the freeze occurs 95% of the time…
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