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Can we safely use native texture pointers with multi-display?

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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? [EDIT] Some precisions: - Indeed, `Texture2D.CreateExternalTexture()` crashes Unity (seen in debugger). I'm giving it a D3D11 texture (resource) pointer created with the device/context I had upon plugin event call ( `GL.IssuePluginEvent()` ). - Multiple displays are not supported under Windows OpenGLCore, a Unity error message said. Any ideas?

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