Settings

beginner concepts

Split Screen Pro · Core Concepts

Settings Reference

All settings are available on the SplitScreenManager component. Select the SplitScreenManager GameObject and configure them in the Inspector.

Required Fields

PropertyDescription
Player 1Transform of the first player or target (required). Can also be assigned via scripting.
Player 2Transform of the second player or target (required). Can also be assigned via scripting.
Main CameraCamera following Player 1. Uses the camera tagged MainCamera by default.

General Settings

PropertyDescription
Preview In Edit ModeWhen enabled, the split screen system runs in Edit mode for preview.
Split Screen ModeControls 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

PropertyDescription
Split Line WidthWidth of the dividing line in pixels.
ColorColor of the split line.
Fade DurationDuration of the fade animation when the split line appears or disappears.
Max Screen SeparationControls 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

PropertyDescription
Vertical RotationDefault vertical rotation angle for the cameras.
Min Angle / Max AngleClamping range for vertical rotation.
Horizontal RotationDefault horizontal angle. When Automatic is enabled, cameras look perpendicular to the axis between both players, producing a vertical split line.
Rotation SmoothingSmoothing factor for camera rotation. 0 = no smoothing. Higher values = faster rotation.

Camera Distance

PropertyDescription
Camera DistanceDefault camera distance from the player.
Min Distance / Max DistanceClamping range for camera distance.
Auto-Manage DistanceWhen enabled, the camera zooms out as players separate. At Max Distance, the screen splits.
Check Camera OccludersMoves the camera closer when walls or objects block the view. Requires mesh colliders on blocking objects.
Custom Distance When SplitEnable to use a different camera distance when in split-screen mode.
Distance When SplitCamera distance used during split mode (if custom distance is enabled).
Zoom DurationDuration of the zoom transition between normal and split distances.

Rendering Settings

PropertyDescription
Split AudioWhen enabled, audio is emitted from the nearest player. See Splitting Audio for details.
DownsamplingReduce rendering resolution when in split-screen mode. Useful on less powerful devices.
HDRCompose both camera images on an HDR-enabled render buffer. Enable if you apply post-processing on the final image.
Show Cameras IdsDisplay 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

PipelineNotes
Built-inWorks out of the box. Add post-processing effects to the secondary camera if needed.
URPFully supported.
HDRPSet the VolumeMask property of the SplitScreenManager camera to Nothing to prevent redundant post-processing on the compositing camera.
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