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?
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.
Hi
I provide an asset store plugin that fixes this problem.
WebGL Retina Tools.
A free lite version which only fixes debug builds available here.
WebGL Retina Tools Lite
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
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
We’re actually working on that. It should land in one of the next 2019.3 builds (a12 or a13).
Or maybe in a11…
Without downloading the alpha, how does this feature work? Can we selectively disable it?
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?
@tomhog @Schubkraft Any ideas here?