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Votes

64

Found in

5.0.2f1

Issue ID

704405

Regression

No

Button position is wrong on fullscreen player which aspect ratio is different then monitor's

UI

-

Steps to reproduce:
1. Open attached project's scene "BrokenButton".
2. Check how button is highlighted.
3. Build and run project.
4. Choose 1024x768 resolution on 16x9 monitor. (fullscreen)
5. Hit Play! and observe how button gets highlighted.

Comments (35)

  1. jimmikaelkael

    Aug 10, 2015 12:59

    Just noticed that it doesn't happen when using Exclusive fullscreen mode.

  2. jimmikaelkael

    Aug 10, 2015 10:49

    Any news about this issue ? Is it going to be fixed soon ?

  3. melkior

    Aug 08, 2015 20:29

    Having same problem. Interestingly on my Win 10 system it does not repro, but on my Win7 box it does?

  4. hoopsnake

    Jul 27, 2015 16:45

    I am experiencing this issue as well in full-screen modes where the resolutions do not match the native resolution.

    After setting a software cursor, I realized that the software and hardware cursors did not line up. Their (0,0) was identical, but as a panned from the left to the right with the mouse, they grew increasingly distant. The hardware mouse thought it was at native resolution, while the software mouse traveled the equivalent distance based on the reduced resolution.

  5. movra

    Jul 23, 2015 20:17

    So there are 2 problems at play here:

    1) D3D11 doesn't render the chosen resolution / aspect ratio.

    In Unity 5.1.2 non-native resolution on borderless fullscreen windowed results in a screen stretched to fit the desktop resolution. For example if you chose 640x480 (4:3) it will be stretched to 770x480 (16:10) on a 1920x1200 (16:10) screen.

    In Unity 5.2.0b3 non-native resolution is just completely broken. 800x600 has pillars on the side and the bottom half is black.

    2) The UI interaction is confused by problem 1).

  6. thisisashan

    Jul 17, 2015 21:30

    I just spent a solid 24 hours looking for a fix, finally stumbled on this here.

    As there is no workaround posted, well pretty much anywhere, this is a huge roadblock for people who are new to unity, and are trying to learn the GUI. I was making sure GUI scaling was working and ran into this.

    Windowed is fine, but fullscreen the mouseover etc breaks.
    Any news on a fix?

  7. Tim-C

    Jul 17, 2015 08:34

    HI, this is with the graphics team / input team. They will be looking into it.

  8. Arachin

    Jul 13, 2015 15:38

    Same issue here... I'm sure I could hack around it, but I'd prefer not to.

  9. pci

    Jul 12, 2015 19:08

    I have the same problem. Buttons highlight fine in editor. Stand-alone full screen the area that causes the button to highlight is shifted to the left.
    Dual-monitor setup. I'm running the app on 1920x1200. The launcher defaults to 1024x768 which has the offset problem, If I actually select 1920x1200 then the buttons highlight correctly. This is not always ideal for performance. It appears to be an aspect ratio calculation error.
    Not sure why lower resolutions render fine, but the mouse does not respond correctly?

  10. commodore

    Jul 10, 2015 17:46

    How do I give this issue all of my votes?

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