Closed stephen-t-dodds closed 1 year ago
Did you locate in the SimpleWebXR code the code that changes the resolution?
No, I saw that the jslib references resolution a few times, but it is hard to tell where it is actually getting its values from. At: InternalStartSession: function () the canvas is reset to some new values: _canvasWidth = GLctx.canvas.width;
This looks like the most likely culprit. Do you know where GLctx.canvas gets its values from?
OK, there is indeed a change in resolution when the WebXR immersive session is started:
This is necessary to make an image suitable for the full screen XR system.
Is the problem that when you leave the immersive session, the resolution remains the same as during the session and does not return to the starting resolution?
The problem is that the resolution during the session is just too low to be usable for my situation. The drop in resolution is just too much.
I just re-tested an old build today that looks like decent resolution, so I need to go back and figure out if I did something weird in-between those builds.
Without this package, my build loads webgl in mobile and desktop browser at the same resolution as the assets are set to in unity. For example, a picture at 1080p is 1080p on mobile and desktop. Once this package is attached to my project, the same build with no additional changes will visually look like maybe 720p on desktop and like 140p on mobile browser. Is this forced somewhere in a script? I know it is not my webgl template because I use the same one, the only difference is adding this package? Can I remove this forced reduction manually without breaking anything? Thanks.