While testing out the 2D side of things I encountered something I can't make heads or tails.
I have an animated portrait for my main character, which takes up around quarter of a screen. It is only a 2 frame animation.
While it looks fine in Unity and in a windows testbuilt, it completely breaks in webGL.
In Unity:
In windows export:
In webgl:
I can tell from the places where the image is cut, that the UI-Frame is still the size it should be. Hoewever the sprites (for the portrait and the text BG seem to be scaled somehow.
Everything not relying on sprites (texts and black background) stay in place and still look good.
I tested around for a couple of hours, but I'm at a dead end on my side.
Has someone replicated or experienced this at one point?
Comments
Now, I don't get why this doesn't matter for other graphics (the character or the background) but only for the UI elements, but I also heard that Unitys WEBGL is still a tiny bit on the experimental side.