Search Issue Tracker
Won't Fix
Votes
1
Found in
2018.2.8f1
Issue ID
1082012
Regression
No
[WebGL1.0] Assets streamed with WWW.texture are Blurry
Images loaded at run-time using WWW.texture are blurry in Microsoft Edge browser or Safari.
Steps:
1. Build and Run user's attached project ("WebGL2018.2.6.zip") on Microsoft Edge or Safari browser
Expected: images are sharp and clear.
Actual: images are blurry.
Reproduced with: 2017.4.11f1, 2018.1.9f2, 2018.2f1, 2018.3.0b2, 2019.1.0a1
Note: images are sharp and clear on Mozilla Firefox and Google Chrome.
Workaround: see workaround in the resolution notes.
-
jhoneekramm988
Aug 18, 2021 15:17
Build and Run user's attached project ("WebGL2018.2.6.zip") on Microsoft Edge or Safari browser, by providing a WebGL extension as an alternative to the traditional desktop browsers built with WebGL enabled (requires Windows 10) when available in your favourite app store. Click "Install Extension", Select this installation package from Browse > Extensions, select that you wish to add additional sites for use at certain times of day using JavaScript-enabled technologies such Internet Explorer 9+, Firefox 24+, Chrome 45+.
source https://www,eworldtrade.com
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
- Polygons are created on the opposite side of the Sprite when the Sprite boundaries are above the edge of the Texture
- Render Graph Viewer Resource list becomes shrunk after using a filter that yields no results
- [Android] [Vulkan] "VK_IMAGE_USAGE_TRANSIENT_ATTACHMENT_BIT" not added on some Android devices in "com.unity3d.player.UnityPlayerActivity/2D Colour Attachement"
- ResolveUsePasses now extracts passes from all subshaders including fallbacks, in contrast to documented behaviour
- [UIBuilder] Changes aren't detected on types implementing IList
Resolution Note:
This is a webgl1.0-specific mipmap problem that can be workedaround by disabling mipmaps at Texture2D creation time:
Texture2D texture2d = new Texture2D(www.texture.width, www.texture.height, www.texture.format, false);
www.LoadImageIntoTexture(texture2d);