When I compile my game for WebGL, textures are wrongly stretched like this:
Correct look:
How do I fix it? It looks correct in the editor.
When I compile my game for WebGL, textures are wrongly stretched like this:
Correct look:
How do I fix it? It looks correct in the editor.
Some things to check off the hip
Move that yellow circle up, it seems odd the artifacting starts right around where it ends, does that affect it?
Is the table/sky 2D or 3D?
Hello KHRZ.
I suppose your texture is NPOT (non power of two)?
Incorrect scaling of NPOT textures in WebGL will be fixed in 5.4 release.
For now you can use the following workaround: disable the Generate Mip Maps checkbox in your texture Import Settings.
The mipmap/NPOT change didn’t fix it, however I had them set to 2D/GUI in import which I changed to Texture, and it fixed the problem.
This might be a different issue then. Could you please create a bug report, attach your original project to it, and post the case number here? So that we can reproduce your original issue and fix it in the future releases.
use textures with H pixels count = W pixels count → 3232 6464 128*128 etc
Is this issue fixed in 5.5 ? what is the solution ?
I believe we have not received a bug report with a repro project for this specific issue. If you experience the same issue, please file a bug report and post the case number here.
Ticket Case number : 870951_9junv2juapvv021c
Let me know if want more info or if you have a solution.