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Question by AReallyValidUsername · Sep 25, 2020 at 01:42 PM · webglpixelated

[SOLVED] Very pixelated page/view (unity webgl)

Hell everyone, i am developing a 3D application for the unity webgl platform. After i have built and deployed my application to a server and went ahead to load the webpage, i got this very pixelated looking page (see picture). Upon reloading the page or resizing the browser everything is fine. This problem occurs when i want to load the page from a new PC/browser which has never opened the page before or occaisionally on the same PC/browser. I have looked in the browsers console/inspector but found no errors linked to problem.

Any help would be very appreciated. very pixelated

screenshot-2020-09-24-123853.jpeg (243.2 kB)
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Answer by AReallyValidUsername · Oct 02, 2020 at 08:35 AM

Fixed it. The issue was that the canvas had too small dimensions of 300 x 150. We are using the BetterMinimal WebgGL-Template, in the template index.html the 'resize' event is added to the HTML window and calls a function (onResize) when the browser is resized and when the HTML body is loaded (onload="onResize"). In the onResize function the canvas style width and height are scaled, not the actual dimensions. After i changed it to scale the actual width and height everything workd perfectly.

I also added the screen scaling factor to the function so the canvas would also scale correctly if the screen scaling is not standard (100%).

Here is the Code:

 function onResize() {
             var canvas = gameInstance.Module.canvas;
             var container = gameInstance.container;
             var w;
             var h;
 
             if (scaleToFit) {
                 w = window.innerWidth;
                 h = window.innerHeight;
 
                 var r = 900 / 1600;
 
                 if (w * r > window.innerHeight) {
                     w = Math.min(w, Math.ceil(h / r));
                 }
                 h = Math.floor(w * r);
             } else {
                 w = 1600;
                 h = 900;
             }
 
             container.style.width = w + "px";
             container.style.height = h + "px";
             container.style.top = Math.floor((window.innerHeight - h) / 2) + "px";
             container.style.left = Math.floor((window.innerWidth - w) / 2) + "px";

             // This is the screen scale
             var ratio = window.devicePixelRatio;
             // Scale canvas height and width not style like the container above
             canvas.height = h * ratio;
             canvas.width = w * ratio;
 }

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