WebGL and AntiAliasing + Unity Cloud Build

Hello,

I was reading this thread : WebGL and AntiAliasing - Unity Engine - Unity Discussions
about WebGL and AntiAliasing because I am also meeting an issue on this topic.

But my problem is a bit different :

  • When I build my game manually from the editor “File / Build Settings / WebGL”, no problem, the AA works for me when I open the game on my web site.
  • But, when I build my game automatically with Unity Cloud Build, AA doesn’t work at all.

My files QualitySettings.asset and GraphicsSettings.asset are versioned and up to date, so I don’t understand why Cloud Build doesn’t make the job.
I have googled a moment, but I am not able to find some thread about this.

Why UCB wouldn’t use the quality settings of my project ?

That sounds like a bug with cloud build. Can you make a bug report with your repro project? and ideally ping the case number here so we can follow up on it.

Thank you @Schubkraft ,
I don’t think I am allowed to attach my project to a bug report as I am using Unity in a professional way. But I’ll do my best to be as precise as possible and see if I can reproduce the problem on a personal project with the same settings. I’ll ping the number here as soon as it’s done.

The more minimal the project the better. Faster upload and less wading through all kinds of things for us :slight_smile:

After failing at reproduce the problem, I tried several things and apparently I was wrong, UCB has nothing to do with it.
In my game, I have several levels define for Quality Settings, and only the high quality has the AA active.
The difference between my manual build and the build on my server (generated with UCB) was that the game was not started with the same quality level. And when I change the quality level in-game with the options menu, the AA doesn’t change (still active if I do 2->1, still inactive when I do 1-2).
Sorry about this, I should have checked all this longer before posting here.