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Fixed

Fixed in 2022.3.8f1, 2023.1.9f1, 2023.2.0b5, 2023.3.0a1

Votes

0

Found in

2022.2.19f1

2023.1.0b18

2023.2.0a16

2023.3.0a1

Issue ID

UUM-36753

Regression

No

Transparent gaps between repeated textures of Visual Element background in Game view

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-

Reproduction steps:
1. Open the attached project “UI_Builder“
2. Look at the Background of “VisualElementTest“ in the UI Builder
3. Look at the Background of “VisualElementTest“ in Game view when it’s set to Free Aspect

Expected result: The background looks the same in UI Builder and Game view
Actual result: In the Game view, the background has transparent lines between the repeated textures

Reproduced with: 2022.2.19f1, 2023.1.0b18, 2023.2.0a16
Couldn’t test with: 2020.3.47f1 (UI Builder not implemented), 2021.3.26f1 (can’t repeat texture)

Reproduced on: macOS 13.0.2 (Intel), macOS 13.3 (M1)

Notes:
- Transparent gaps are not visible in Player nor when Game view is set to a specific resolution

  1. Resolution Note (fix version 2023.3.0a1):

    The bug has been patched but the underlying issue remains to be fixed.
    Scenarios that are fixed:
    * The container is aligned with the pixel grid (e.g. constant pixel size, or integer scaling of 1x, 2x, 3x, etc) and the repetitions also match the pixel grid.

    Scenarios that are not fixed yet:
    * The container is not aligned with the pixel grid (e.g. a transform offsets the element by a fraction of a pixel or scales it in a way that the corners don't match the pixel grid anymore).
    * The panel scaling is not an integer (e.g. constant physical size does not match the pixel grid)
    * The repetitions don't match the pixel grid

    Workaround:
    The underlying problem is that the junctions between the repetitions currently use blending, so if they are out of alignment with the pixel grid, the junctions blend with the background. To avoid this problem, you can use a custom element that repeats the texture with the Mesh API in generateVisualContent. Alternately, if you exclude the texture from the atlas, you could also generate a single quad and use gpu tiling with UVs that are beyond the 0..1 range.

  2. Resolution Note (fix version 2023.2.0b5):

    The bug has been patched but the underlying issue remains to be fixed.
    Scenarios that are fixed:
    * The container is aligned with the pixel grid (e.g. constant pixel size, or integer scaling of 1x, 2x, 3x, etc) and the repetitions also match the pixel grid.

    Scenarios that are not fixed yet:
    * The container is not aligned with the pixel grid (e.g. a transform offsets the element by a fraction of a pixel or scales it in a way that the corners don't match the pixel grid anymore).
    * The panel scaling is not an integer (e.g. constant physical size does not match the pixel grid)
    * The repetitions don't match the pixel grid

    Workaround:
    The underlying problem is that the junctions between the repetitions currently use blending, so if they are out of alignment with the pixel grid, the junctions blend with the background. To avoid this problem, you can use a custom element that repeats the texture with the Mesh API in generateVisualContent. Alternately, if you exclude the texture from the atlas, you could also generate a single quad and use gpu tiling with UVs that are beyond the 0..1 range.

  3. Resolution Note (fix version 2023.1.9f1):

    The bug has been patched but the underlying issue remains to be fixed.
    Scenarios that are fixed:
    * The container is aligned with the pixel grid (e.g. constant pixel size, or integer scaling of 1x, 2x, 3x, etc) and the repetitions also match the pixel grid.

    Scenarios that are not fixed yet:
    * The container is not aligned with the pixel grid (e.g. a transform offsets the element by a fraction of a pixel or scales it in a way that the corners don't match the pixel grid anymore).
    * The panel scaling is not an integer (e.g. constant physical size does not match the pixel grid)
    * The repetitions don't match the pixel grid

    Workaround:
    The underlying problem is that the junctions between the repetitions currently use blending, so if they are out of alignment with the pixel grid, the junctions blend with the background. To avoid this problem, you can use a custom element that repeats the texture with the Mesh API in generateVisualContent. Alternately, if you exclude the texture from the atlas, you could also generate a single quad and use gpu tiling with UVs that are beyond the 0..1 range.

  4. Resolution Note (fix version 2022.3.8f1):

    The bug has been patched but the underlying issue remains to be fixed.
    Scenarios that are fixed:
    * The container is aligned with the pixel grid (e.g. constant pixel size, or integer scaling of 1x, 2x, 3x, etc) and the repetitions also match the pixel grid.

    Scenarios that are not fixed yet:
    * The container is not aligned with the pixel grid (e.g. a transform offsets the element by a fraction of a pixel or scales it in a way that the corners don't match the pixel grid anymore).
    * The panel scaling is not an integer (e.g. constant physical size does not match the pixel grid)
    * The repetitions don't match the pixel grid

    Workaround:
    The underlying problem is that the junctions between the repetitions currently use blending, so if they are out of alignment with the pixel grid, the junctions blend with the background. To avoid this problem, you can use a custom element that repeats the texture with the Mesh API in generateVisualContent. Alternately, if you exclude the texture from the atlas, you could also generate a single quad and use gpu tiling with UVs that are beyond the 0..1 range.

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