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Votes

0

Found in

2020.3.37f1

2021.3.6f1

2022.1.10f1

2022.2.0b1

2023.1.0a3

Issue ID

UUM-9211

Regression

No

VisualElements are scaled inconsistently when using "Scale With Screen Size" and the rendered resolution is not a multiple of "Reference Resolution"

-

Reproduction steps:
1. Open the attached “UIScaling“ project
2. Open the “SampleScene” scene
3. In the Game window, select the “WXGA (1366x768)” aspect
4. Observe the 6 rectangles in the center of the Game view

Expected result: All rectangles are equal squares
Actual result: Some rectangles are wider than the others (e.g. 2nd and 5th)

Reproduced with: 1.0.0-preview.18 (2020.3.37f1), 2021.3.6f1, 2022.1.10f1, 2022.2.0b1, 2023.1.0a3

Reproduced on: Windows 10/11

Note: Also reproduced in builds

  1. Resolution Note:

    UIToolkit layout engine will always align element boundaries to the pixel grid in order to avoid antialiasing artifacts on edges.

    When combined with non-integer scaling factors this can happen. If that behavior is not compatible with your needs, you can use the constant pixel size mode and assign an integer scaling factor to the PanelSettings object.

    See https://docs.unity3d.com/2021.2/Documentation/ScriptReference/UIElements.PanelSettings-scale.html

Comments (1)

  1. ChristianTeister

    Aug 01, 2022 09:00

    How is one supposed to create scalables UI where elements don't have a random size offset then?
    There is no reference resolution that scales without issues:
    If the reference is 1280x720, then it looks messed up on 1920x1080, 2560x1600, 1600x900 1440x900, 1366x768, ...
    If the reference is 1920x1080, then it looks messed up on 2560x1440, 3440x1440, 2560x1600, 1366x768, 1280x720

    This is a horrible design decision.

    Using "constant pixel size mode" also doesn't change the pixel grid snapping, so it doesn't help at all.

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