WebGL Texture offset/scale issue?

The characters in my project are quad meshes in 3D space that are viewed through orthographic projection (isometric). The sprites are animated and consist of sprites for 8 directions.

This is done using one single texture that is a sprite sheet, this sheet is rescaled and cycles between offsets programmatically to give the idea of an animated sprite.

They display properly in the Unity editor, but when deployed to WebGL there’s some really weird stretching going on…


are you using a non-power-of-2 texture ?

Yeah, you are correct. The character sprites are not forced to a power of 2 to prevent blurriness.
Now that you mention it that is the thing the bad textures have in common.
Thank you so much!

Are there any plans to resolve it?

yes, if i remember correctly it is fixed in 5.4