Search Issue Tracker
Fixed in 2021.2.X
Fixed in 2019.4.X, 2020.3.X, 2021.1.X
Votes
0
Found in
2019.4
2019.4.18f1
2020.3
2021.1
2021.2
Issue ID
1329240
Regression
No
Camera.WorldToScreenPoint is producing different behavior with dynamic resolution
Reproduction steps:
1. Open attached project "DynamicResolutionRenderTexture.zip" and scene "DynamicResolution"
2. Enter Play Mode
3. In Game View, press the "Scale down" and "Set RT not null" buttons
4. In Scene View, move the "Cube" GameObject around
5. Observe Canvas/AttachedImage GameObject in Game View and Inspector/RectTransform
6. If there is no change, adjust the scale by pressing the "Scale up" and "Scale down" buttons
Expected result: The AttachedImage GameObject follows the cube exactly
Actual result: The AttachedImage GameObject follows the cube at an offset
Reproducible with: 2019.4.24f1, 2020.3.4f1, 2021.1.4f1, 2021.2.0a13
Could not test with: 2018.4.34f1 (console errors break project)
Workaround:
Removing lines 32-35 in AttachUIToWorld.cs fixes the issue.
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- [Dragon Crashers] Build fails in U6
- [Dragon Crashers] 4 Shader error messages on import
- [Dragon Crashers] Readme text is white on light grey
- Cursor stays in front of the first character when entering text in the TextMeshPro field
- Searching in Hierarchy causes unwanted component calls
Resolution Note (fix version 2021.2):
Fixed in 2021.2.0a21
When dynamic scaling is enabled and a Render Target is attached to a Camera the ScreenTo and ToScreen functions no longer use the scaled viewport size, instead match the behaviour when a Render Target isn't attached as per the documentation.
Resolution Note (fix version 2021.1):
Fixed in 2021.1.16f1
Resolution Note (fix version 2020.3):
Fixed in 2020.3.16f1
Resolution Note (fix version 2019.4):
Fixed in: 2019.4.30f1