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Blurry images on retina displays

Discussion in 'WebGL' started by undefined666, Feb 25, 2019.

  1. undefined666

    undefined666

    Joined:
    Apr 3, 2018
    Posts:
    53
    Is there any native solution to show canvas UI NOT blured on retina displays(WebGL target)?
    I know there is paid solutions in the asset store.
    But this is P1 feature.The resulting visual quality is unacceptable.
    Why unity doesn't serve it out of the box?
     
    Last edited: Feb 25, 2019
  2. dnsmnds

    dnsmnds

    Joined:
    Mar 25, 2015
    Posts:
    16
    I am having that trouble as well! I don’t know why unity team are getting away about that questions though. There is a solution on Unity Asset Store but I wanna that built-in on Unity.
     
  3. tomhog

    tomhog

    Joined:
    Dec 22, 2012
    Posts:
    36
    Hi

    I provide an asset store plugin that fixes this problem.

    WebGL Retina Tools.
    http://u3d.as/CjZ

    A free lite version which only fixes debug builds available here.

    WebGL Retina Tools Lite
    http://u3d.as/Cpw

    It supports Unity 5.6 up to 2019.1, has support for Name files as Hashes, GZip compressed builds, removing
    the warning dialogs on mobile and a few other features.

    Shameless plug over ha
    Tom
     
  4. undefined666

    undefined666

    Joined:
    Apr 3, 2018
    Posts:
    53
    we know there are paid solutions.The question is why unity guys are ignoring the issue.In fact the real problem is unity won't allow you to change html-canvas size at runtime in order to increase actual number of pixels
     
    Last edited: Jul 31, 2019
  5. Schubkraft

    Schubkraft

    Unity Technologies

    Joined:
    Dec 3, 2012
    Posts:
    1,067
    We're actually working on that. It should land in one of the next 2019.3 builds (a12 or a13).
     
    Last edited: Jul 31, 2019
    kognito1 and undefined666 like this.
  6. kognito1

    kognito1

    Joined:
    Apr 7, 2015
    Posts:
    331
    Or maybe in a11... :)

    Without downloading the alpha, how does this feature work? Can we selectively disable it?
     
  7. acr1378

    acr1378

    Joined:
    Dec 4, 2014
    Posts:
    76
    I used your asset @tomhog with Unity 2018 and it worked great (thanks!). I made extensive use of your devicePixelRatio code allow the user to adjust the resolution at runtime in case the high dpi rendering adversely affected performance.

    My question to you and @Schubkraft is, can I still adjust the pixel ratio at runtime in Unity 2019.3 using the Unity library, or the Unity Retina Tools asset?
     
  8. acr1378

    acr1378

    Joined:
    Dec 4, 2014
    Posts:
    76