Hi! When I was testing WebGL build of our application I clicked button that sets fullscreen mode and found that it works not as good as I expected (no offence). When application is not in fullscreen mode, canvas has resolution 1136:640. That's exactly, what I see in build settings in unity (resolution and presentation). So it's 1.775. When application is in fullscreen mode, canvas has resolution 1680:1049. It's ~1.6. I understand, that it just uses screen resolution. That's good when game allows dynamic change of resolution. But currently our game doesn't support it, so in fullscreen mode I see cropped parts. And this isn't that nice. So I wanted to ask if it's possible to enter fullscreen without changing aspect ratio. Also I have another question related to WebGL canvas resolution. Is it possible to change it's resolution in runtime? For example, I want to set best resolution for target monitor, but respecting allowed aspect ratio. I found in generated `UnityConfig.js` file function named SetFullscreen(fullscreen) (from button 'fullscreen' on index.html). But it uses some magic that I don't understand.