Search Issue Tracker
Fixed in 2021.1.X
Fixed in 2020.3.X
Votes
9
Found in
2017.4
2018.4
2019.2
2019.3
2020.1
Issue ID
1178725
Regression
No
[WebGL] Builds don't allow separate control on canvas render buffer size
To reproduce:
1) Create a new project
2) Add a Sphere to the scene (and make it bigger to see the issue better, for example, 5/5/5 in Scale)
3) Switch to WebGL
4) Go to Player Settings
5) Set resolution to 300x300
6) Build and run it
7) Open dev console in the browser
8) Run the following block in it"
document.querySelector('canvas').width = 300;
document.querySelector('canvas').height = 300;
document.querySelector('canvas').style.width = '900px';
document.querySelector('canvas').style.height = '300px';
Expected: The sphere gets stretched (or squished if you set style.width less than 300)
Actual: The sphere stays the same
Reproduced in 2017.4.0f1, 2019.2.2f1, 2020.1.0a1
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
- Highlighter.Highlight does not find window when using class name as window title
- Highlighter.Highlight highlights a different component when multiple components have the same property path
- Highlighter.Highlight does not find elements in an array or list when the array or list is collapsed
- [URP][NRP] RenderPass, BeginSubPass, and EndRenderPass errors are thrown when Native RenderPass is enabled
- D3D11 swapchain error pop-up appears and the Editor shuts down when Generating Lighting with Probe Volumes present
Resolution Note (fix version 2021.1):
Fixed in Unity 2021.1.0a2, "matchWebGLToCanvasSize: false;" option was added and should be uncommented in the "index.html" file
Resolution Note (fix version 2020.3):
Fixed in Unity 2020.3.3f1