arity
New Member
Posts: 1
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Post by arity on Apr 30, 2020 23:47:29 GMT
Hey there,
Using pixel perfect extension and when trying out a WebGL build in Unity 2019.3.10, found some odd scaling issue. Seemed the cam viewport got increased by some weird little amount and like 20% of the screen was cut off. But not everything scaled this way. Some canvas elements remained accurately sized and positioned. After a bunch of hair pulling, added a zoom to fit targets extension, and it miraculously zooms out to the right size when initializing in a web build.
Also interestingly, disabling pixel perfect entirely (as well as zoom to fit) seems to also clear up the issue... no idea whats going on under the hood. If you've got any insight i'd super appreciate it!
Edit: In the process of tinkering, seem to have found an issue wherein we click these "enable/disable extension" boxes on the procamera2d component inspector and it doesn't seem to register as a change in Unity. Even if we try to save scene, if we leave the current scene we are editing, and come back, the camera is back to how it was.
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Post by Luís Pedro Fonseca on May 1, 2020 8:38:55 GMT
arity The reason for the slight scaling is most likely caused by the PixelPerfect extension that has to resize the camera to make it pixel-perfect. I'll investigate the scene not being marked as "dirty" when a new extension is added.
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