WebGL text render and memory size issues

Hi all,

I’ve just upgraded to Unity PRO 5.3 and I’m having some troubles with a webgl build.

First I got a text render problem that occurs on just two objects.
This is a well renderd UI.Text object (which is in a panel which is in a canvas):
2417089--165326--1.PNG
And these is two object of the same type, and with the same parent structure, as they’re shown on chrome:
2417089--165327--2.PNG
These are the same objects shown in the editor in Scene and Game windows:
2417089--165328--3.PNG
All these objects are in the same scene and both canvas elements are disabled as the scene starts and enabled in different moments.
Canvas and text objects configuration are the same, except for text’s position and dimensions, and looks like this:

Then I got some problems running my build on Firefox that is running out of memory, if I use a 256MB limit (which is working fine with 5.2 build), or throws a low usable memory error if a use a <=200MB limit.
256 and lower works good in chrome.

My env is:
win 7 ultimate
16gb RAM
intel i7-3770 3.4GHz
2GB GPU

Any suggestion (especially for the first issue) will be really appreciated!

Thanks in advance.

I have the same issue (i mean the flippedtext). Was really surprised when i could find any info on that. Seems like a pretty straightforward bug.

I have found the issue with my project. Do you by any chance use WebGL Simple Movie Textures asset from assetstore? If you do, then problem is with it. To fix it:

  1. Open Plugins/WebGLMovieTexture.jslib with any text editor.
  2. Add a line
GLctx.pixelStorei(GLctx.UNPACK_FLIP_Y_WEBGL, false);

after this line:

GLctx.texImage2D(GLctx.TEXTURE_2D, 0, GLctx.RGBA, GLctx.RGBA, GLctx.UNSIGNED_BYTE, videoInstances[video]);

Great it did it!
Sorry for late reply, was planning a release, I’ve added the line and everything’s ok.

Thank you mate, you saved me an headache :smile:

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