Settings Reference
All settings are available on the SplitScreenManager component. Select the SplitScreenManager GameObject and configure them in the Inspector.
Required Fields
| Property | Description |
| Player 1 | Transform of the first player or target (required). Can also be assigned via scripting. |
| Player 2 | Transform of the second player or target (required). Can also be assigned via scripting. |
| Main Camera | Camera following Player 1. Uses the camera tagged MainCamera by default. |
General Settings
| Property | Description |
| Preview In Edit Mode | When enabled, the split screen system runs in Edit mode for preview. |
| Split Screen Mode | Controls the operating mode. Options: Off (disabled), Follow Player 1, Follow Player 2, Split Screen Fixed (permanent split, free cameras), Split Screen Automatic (dynamic split based on distance), Split Screen Independent (independent camera rotation/distance). |
Split Line Appearance
| Property | Description |
| Split Line Width | Width of the dividing line in pixels. |
| Color | Color of the split line. |
| Fade Duration | Duration of the fade animation when the split line appears or disappears. |
| Max Screen Separation | Controls when the split triggers. Default 0.5 keeps players centered in each half. A value of 0.9 allows them to approach the edge before splitting. |
Camera Rotation
| Property | Description |
| Vertical Rotation | Default vertical rotation angle for the cameras. |
| Min Angle / Max Angle | Clamping range for vertical rotation. |
| Horizontal Rotation | Default horizontal angle. When Automatic is enabled, cameras look perpendicular to the axis between both players, producing a vertical split line. |
| Rotation Smoothing | Smoothing factor for camera rotation. 0 = no smoothing. Higher values = faster rotation. |
Camera Distance
| Property | Description |
| Camera Distance | Default camera distance from the player. |
| Min Distance / Max Distance | Clamping range for camera distance. |
| Auto-Manage Distance | When enabled, the camera zooms out as players separate. At Max Distance, the screen splits. |
| Check Camera Occluders | Moves the camera closer when walls or objects block the view. Requires mesh colliders on blocking objects. |
| Custom Distance When Split | Enable to use a different camera distance when in split-screen mode. |
| Distance When Split | Camera distance used during split mode (if custom distance is enabled). |
| Zoom Duration | Duration of the zoom transition between normal and split distances. |
Rendering Settings
| Property | Description |
| Split Audio | When enabled, audio is emitted from the nearest player. See Splitting Audio for details. |
| Downsampling | Reduce rendering resolution when in split-screen mode. Useful on less powerful devices. |
| HDR | Compose both camera images on an HDR-enabled render buffer. Enable if you apply post-processing on the final image. |
| Show Cameras Ids | Display a label for each camera on each split side. |
Default Camera Controller
The SplitScreenManager prefab includes a simple camera controller that reads mouse movement and rotates the camera accordingly. You can use, modify, or replace this script with your own camera controller.
Technical Details
The system uses a secondary camera (child of the SplitScreenManager) to render the scene from the second player. A custom shader combines both images and displays the result via a canvas rendered by the SplitScreenManager camera.
The secondary camera copies all parameters from the main camera. If you have post-processing on the main camera, you can add the same effects to the secondary camera (in Built-in pipeline). Alternatively, add post-processing to the SplitScreenManager camera to affect the final composited image.
Render Pipeline Notes
| Pipeline | Notes |
| Built-in | Works out of the box. Add post-processing effects to the secondary camera if needed. |
| URP | Fully supported. |
| HDRP | Set the VolumeMask property of the SplitScreenManager camera to Nothing to prevent redundant post-processing on the compositing camera. |