I've already submitted a bug report for this issue, but I wanted to see if anyone had a workaround in the meantime? From: https://fogbugz.unity3d.com/default.asp?977579_jjs2s2bc03s94lu5 1. What happened When using the linear color space option in the player settings of a WebGL build, the <canvas> element is not resize/rescalable. However, with the older Gamma option, it is. 2. How we can reproduce it using the example you attached 1)Start with an empty project or any project of your choosing. Make two WebGL builds, one using Gamma color space, and one using Linear(player settings > other settings > color space. You'll also need to un-check auto graphics API, and make sure WebGL 2.0 is the only option in the list when doing the Linear build). 2)Run the built project in a web browser. The <canvas> element Unity renders to has a set width/height values. You can change these values, either with a set number in the HTML attribute, or by using CSS to apply 100% width and 100% height of it's parent container, which then allows it to stretch to fill the window size. The gamma color space build will adjust it's resolution accordingly to fill the new canvas size correctly. The linear color space build, however will not. Whatever resolution / size it loaded in initially, it will be stuck in for the session, whereas the gamma color space build will dynamically adjust. It's worth noting that using gameInstance.SetFullscreen() (clicking the fullscreen button in the default WebGL template) DOES work and will resize and change resolution on both the Gamma and Linear build. However, when you exit fullscreen mode, the <canvas> element itself is still not resizing / re-rendering correctly on the Linear build only, as stated above. It appears as if Unity itself is in fact re-sizing correctly, it's just not rendering the new size correctly. If you start with a smaller canvas, and try to increase it's size, you can still interact with Unity by clicking anywhere inside the new canvas size and it will go through. (So for instance, click in the background of the newly re-sized canvas's rectangle. Your clicks will in fact go through to Unity and you can interact with the scene, so it's as if it somehow did re-size correctly, it's just not rendering it at that new size.