Search Issue Tracker
By Design
Votes
0
Found in
5.3.3p2
Issue ID
775562
Regression
No
[WebGL] Button is rendered incorrectly in WebGL build
Build and Run the attached project on WebGL.
Click on the options indicated in https://gyazo.com/ede02c8e26743a85980e88f21e98dfa1.
Notice that the buttons backgrounds are only rendered half way through. In Editor and Standalone build, the buttons look fine
In Unity 5.2, this looks even worse, with the text on the buttons being all messed up.
Also reproducible with Unity 5.4.0b8
---
The problem here is that NPOT sprites with mipmaps are currently not handled in WebGL. The workaround until this issue is fixed is to disable mipmaps for the sprites.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
Add comment