Hi Tim,
Sorry, by window hit testing I mean identifying the window under the mouse cursor when starting a drag. As of Precise (dev branch) + Unity 5.2.0 this is working correctly now.
However, the rendering is still not correct: the background is now being blanked for each frame of the transition animation, but the workspaces on the second display are not positioned correctly. See image attached for 2 displays: 1366x768 and 1440x900.
Hi Tim,
Sorry, by window hit testing I mean identifying the window under the mouse cursor when starting a drag. As of Precise (dev branch) + Unity 5.2.0 this is working correctly now.
However, the rendering is still not correct: the background is now being blanked for each frame of the transition animation, but the workspaces on the second display are not positioned correctly. See image attached for 2 displays: 1366x768 and 1440x900.