Dropdown Menus not Rendering on Secondary Monitors

Issue #610 open
Clark Chambers created an issue

1. What happened?

  • When rendering a value dropdown, asset list, etc, on a second monitor, Unity loses focus and nothing is displayed.

2. How can we reproduce it?

  • Open the attached bug scene (or define any field with an associated dropdown drawer).
  • Attempt to set value with Unity in a secondary monitory

3. If screenshots would help explain or demonstrate your issue, please include these.

4. What version of Unity are you using?

  • 2019.2.13 | 2018.3.8

5. What version of Odin are you using? (See "Tools > Odin Inspector > About")

  • 2.1.8

6. Do you have Editor Only mode enabled?

  • No

7. What operating system are you on?

  • Windows 10

Comments (4)

  1. Slava Cherkasov

    Ahhh, finally! Thank you, man! Now I finally understand why is it working sometimes and sometimes not. That depends on the monitor! Even this knowledge is fantastic 😆

    And hope that developers will fix that soon.

  2. Clark Chambers reporter

    Phew! I was worried my studio was the only group setting this bug. Glad to hear it’s getting some traction, because we’ve got some pretty bad heartburn with it.

  3. Tor Esa Vestergaard

    After a lot of attempts, I’ve been unable to get this issue to reproduce, also using the provided reproduction project (that I deleted because it contained all of Odin in it). I am using dual monitors in a normal setup, on Windows 10 and Unity 2019.2.19 as well as 2018.3.11 (both essentially the same as is reported). No amount of clicking around in either window gets this to break, for me, whether I drag over the entire “main” editor window or pop out a smaller “sub window” and drag that to another screen. Nothing I do reproduces.

    Are any other strange screen effects or UI scaling solutions, custom OS screen modifications, or anything else like that active on your computers? That sort of thing is the only thing I can think of. And in the case of UI scaling, Unity’s window handling has serious issues with UI scaling that I believe we once determined we could not fix or do anything about.

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