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Won't Fix

Votes

0

Found in

2022.3.20f1

2023.2.11f1

2023.3.0b7

6000.0.0b11

7000.0.0a1

Issue ID

UUM-64554

Regression

Yes

Device screen in the Simulator is scaled incorrectly and duplicates multiple times when minimizing or maximising the Simulator Window

-

How to reproduce:
1. Open the "IN_68705" project
2. Minimize or maximize the Simulator window
3. Observe the Device in the Simulator window

Expected result: Device screen in the Simulator is scaled correctly
Actual result: Device screen in the Simulator is scaled incorrectly and duplicates multiple times

Reproducible with: 2022.1.1f1, 2022.3.20f1, 2023.2.11f1, 2023.3.0b7
Not reproducible with: 2021.3.35f1, 2022.1.0f1 (different Simulator scaling issue)

Reproducible on: Windows 10 Pro, macOS Ventura 13.5.2 (M1)
Not reproducible on: No other environments tested

Notes:
- Reproducible with all Simulator devices
- Reproducible with Android and Windows Standalone Platforms selected (others not tested)
- Still reproducible when the Device Simulator Devices package is removed (not a package issue)

  1. Resolution Note:

    Thank you for reporting this defect. We’ve investigated it and determined that a fix is not currently feasible. We do have a work-around for you: closing the GameView tab fixes the rendering problem.

    We value your feedback and may consider this issue for potential inclusion in future updates but cannot provide a timeframe at this time.

    Detailed information about our findings:
    Overall this is a rendering problem that occurs when the GameView and Simulator windows are open at the same time. The resolution sizes and aspect ratios between each view are different and at this time we cannot properly render different viewports at the same time unless their size and aspect ratio are the same.

    In your scenario, the GameView and Simulator window aren't actually showing simultaneously and instead they're both docked, so to you the problem isn't immediately obvious. However, the GameView is still considered "open" when docked (even if it's Tab isn't active) causing ScreenManager to receive conflicting rendering settings that prevents part of the frame buffer from being rendered.

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