Anti aliasing was working in Edge before the upgrade. It still works in Chrome and Firefox.
We’re not using any camera post-processing effects.
In quality settings the anti aliasing setting is set to 4x multi sampling (same as before the upgrade).
There is a bug with AA in WebGL 1.0 that was introduced, sorry for that. It works with WebGL 2.0 but Edge doesn’t support that yet.
We have a fix for that in the pipeline though.
I see. Thanks for confirming it is a known issue. Any ETA on when that fix will be released?
None yet, sorry. The fix is done and in our mainline, but will take a bit to be back ported.
Will it be ported to Unity 5.6, just noticed this issue too.
In fact in general between 5.3 and 5.6 WebGL seems to have gone backwards, takes longer to load with the new unityweb files and the quality is worse.
What’s the problem you are experiencing? Just make sure you are on the latest patch and be aware that on WebGL1.0 there are some limitations:
- Switching quality settings at runtime will not enable or disable anti-aliasing - it has to be set up in the default Quality Setting loaded at player start up.
- The different multi sampling levels (2x, 4x, etc…) have no effect in WebGL, it’s either on or off.
- Any post-processing effect applied to the camera disables the built-in Anti-Aliasing.
- HDR is not compatible with anti-aliasing so make sure “Allow HDR” camera option is disabled.
No such limitations on WebGL2.0.
What I’m seeing is that in Unity 5.3.8 it is on for all browsers, but for 5.6.3 it is on for Chrome and Firefox but off for Edge.
No post processing happening.
No HDR in use.
No quality switching at run-time
I’m using auto graphics API too, should that be forced to be WebGL 2?
This patch does fix the issue, yay!
Patch 5.6.3p4
Released: 22 September 2017
Interestingly as with a previous WebGL issue there is nothing in the release notes that I can find that tells you that though, maybe I missed it but none of the patches seem to mention WebGL at all.