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Fullscreen Gui Bug?

Discussion in 'UGUI & TextMesh Pro' started by RenderSystemStudio, Jul 3, 2015.

  1. RenderSystemStudio

    RenderSystemStudio

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    Hi all,

    I have a big problem. My game uses new unity gui and I have problem with full screen in standalone build (windows).
    Problem is on image below. My mouse must be in different position than the button for interact with it.
    This problem is in full screen only.
    In window or in native fullscreen resolution all works well. How i Can solve this problem?

    Thanks for all ideas!

    My version is: 5.1.1p2 personal

     
  2. thisisashan

    thisisashan

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    I am having this exact same issue, and not finding a fix anywhere at all. Did you ever find a fix?
     
  3. Sir-Tiddlesworth

    Sir-Tiddlesworth

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    I'm going to bump this.
    This issue is bugging the hell out of my team.
     
    movra likes this.
  4. fffMalzbier

    fffMalzbier

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    Looks like the problem occurs when the unity stand alone player is in fullscreen but not at its native screen resolution.
    Native resolution and window Mode is working fine.
     
  5. movra

    movra

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    This bug has been reported almost 2 months ago and there's still no ETA for a fix!

    http://issuetracker.unity3d.com/iss...which-aspect-ratio-is-different-then-monitors

    Priority 3: Not yet prioritized for a release

    It can't be assumed that all players will play games in their native resolution. Especially when the Resolution Dialog is often wonky and displays 1024x768 by default depending on the supported aspect ratios (or maybe that only happens when launching the build while the Unity Editor is running and/or the prefs are messed-up).

    The characteristics of the bug differ with every new beta release so some work is being done, but still, after 2 months of radio silence:

    It would be nice if the Unity team could at least comment on this bug!
     
  6. Sir-Tiddlesworth

    Sir-Tiddlesworth

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    A similar bug also occurs in the Linux builds, except it occurs at all fullscreen resolutions, not just non-native.
    However, if I set the quality settings to good or lower, the bug goes away.

    Unfortunately, this only worked on the Linux build.
     
  7. CoDeXiTo

    CoDeXiTo

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    i have the same problem :(
     
  8. NioFox

    NioFox

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    I have this problem as well
     
  9. Jordi-Bonastre

    Jordi-Bonastre

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  10. movra

    movra

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    Great to hear it's finally fixed!

    I was wondering if the fixed UI bug is a side-effect of this graphics bug:

    http://issuetracker.unity3d.com/iss...th-non-native-resolution-on-fullscreen-builds

    Example: http://forum.unity3d.com/threads/letterboxing-at-resolutions-where-it-shouldnt-be.338465/
     
  11. ashleyjlive

    ashleyjlive

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  12. Sir-Tiddlesworth

    Sir-Tiddlesworth

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  13. godsinmyroom

    godsinmyroom

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    This bug isn't fixed in 5.2, I'm having it right now :mad:
     
  14. Jordi-Bonastre

    Jordi-Bonastre

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    Hey guys, could you try our new patch release 5.2.0p1? Your bug is included on release notes :)
     
    Last edited: Sep 21, 2015
  15. godsinmyroom

    godsinmyroom

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    Yep, where I can get it (it's for free users to or only pro) ?
     
  16. Jordi-Bonastre

    Jordi-Bonastre

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  17. godsinmyroom

    godsinmyroom

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    Thanks. Will download and test it later.
     
  18. godsinmyroom

    godsinmyroom

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    Downloaded it and made a quick test.

    It's working now on full screen, UI is resizing correctly and input is correct too.

    On windowed mode the bug persists, the UI only redraws correctly if the screen size is changed manually, with the borders, not with SetResolution.
     
  19. Jordi-Bonastre

    Jordi-Bonastre

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  20. godsinmyroom

    godsinmyroom

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  21. Dominique0

    Dominique0

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    Same issue occurs in Unity 5.3.0f4. The GUI works fine in native resolution in full screen mode but becomes stretched and offset in non-native resolution in full screen mode. The mouse inputs (mouse over and clicks) are also vertically offset (relatively to the stretched GUI).
     
  22. karl_jones

    karl_jones

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    Hey.
    For 5.3 this is an issue caused by the multiple display system, it does not report none native resolutions correctly.
    We have a fix in the next 5.3 patch that will disable the multiple display system for UI whilst we wait for the system to be fixed. Its also mentioned in the 5.3 known issues on the release notes :(

    This is the related bug http://issuetracker.unity3d.com/iss...ing-non-native-resolution-in-standalone-build
     
  23. rzubek

    rzubek

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    Interesting - in my particular case, I have a rotated secondary display, and in fullscreen mode the canvas was assuming the dimensions of my secondary display (1080x1920 rotated) even when running on my primary display (1920x1080)...

    Any word on when we can see p1 release that rolls this back? Thank you!
     
  24. karl_jones

    karl_jones

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    Eta this week
     
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  25. Danil-S

    Danil-S

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    I solved this problem by add forced start in windowed mode.
    Screen.fullScreen = false;
    In this case canvas properly scaling.
     
  26. Deleted User

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    I hope it will get fixed for real now ;)
    That bug was present for about 4 releases (reproduced on both linux and windows).
     
  27. karl_jones

    karl_jones

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    This may be a different bug unless you are talking about beta releases. The bug should only be in 5.3.0f4
     
  28. Deleted User

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    Well, the bug I'm talking about should be the same - wrong Input.mousePosition in standalone build in fullscreen mode, which I was able to always reproduce with following steps:
    1. Create UI canvas that scales with screen size
    2. Add button to the canvas at the center
    3. Build&Run
    4. Select resolution (e.g. on windows* I was using 1024x768 while native is 1920x1200)
    5. Try clicking the button

    Cursor would have to be about 125 pixels above the button to click it.

    Edit: Here's my bug thread: http://forum.unity3d.com/threads/mouse-coordinates-are-invalid.369125/

    Edit 2: I tested this with Unity 5.1.0f3, 5.2.2f1 (on Linux) and 5.3.0f4 (on Windows).

    * Windows 10 with latest ATI drivers for Fury X; on Linux I was testing this with nvidia 760m at 1920x1080
     
    Last edited by a moderator: Dec 16, 2015
  29. Deleted User

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    If you still think it's different bug, I can create another thread with description and attach minimal projects from windows and linux with screenshots when I return home in about 6h.
     
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  30. rzubek

    rzubek

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  31. wrench_nz

    wrench_nz

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    has this been fixed in new builds?
     
  32. subGlitch

    subGlitch

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    Guys, I've just installed patch 5.3.1p1, but this bug still persists:
    http://issuetracker.unity3d.com/iss...ing-non-native-resolution-in-standalone-build

    Please, help!

    EDIT:
    Mouse position is OK. Button highlighted when pointer hovering over.
    The problem is incorrect size and position of UI elements.

    This happens only in Fullscreen Standalone with non-native resolution.
     
    Last edited: Dec 28, 2015
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  33. poliman

    poliman

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    with 5.3.1 the hover click position is patched but still if you use canvas scale with screen size - shrink, it doesnt scale in full screen standaleone with not native screen size, but it works perfectly in 5.2.4
     
  34. poliman

    poliman

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  35. karl_jones

    karl_jones

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    OK so the system was disabled in the C++ side however I did not realise we also had calls to the multi display system in some of the cs scripts so the bug will persist when using CanvasScaler, GraphicRaycaster and InputField.
    I have uploaded a temporary fix here. The changes required are here.
    Follow the How do I get started instructions.
    A proper fix will be in an upcoming patch.
     
    Last edited: Dec 31, 2015
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  36. silviobadseed

    silviobadseed

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    Your fix works but the UI masks don't work anymore. When is supposed to be released the patch with the working fix?
     
  37. karl_jones

    karl_jones

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    UI masks? Have you reported a bug, it does not sound related.
     
  38. silviobadseed

    silviobadseed

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    Not yet, I'll try with an empty project with just a mask and then I'll report if it persists.

    Now I tried on the UI of my project and the only two masks I have are not working anymore, after restoring the original dlls they started to work again
     
    Last edited: Jan 14, 2016
  39. silviobadseed

    silviobadseed

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    I've just sent a report with a test project and your fix already built. I'm waiting for the confirmation e-mail.
     
  40. silviobadseed

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    The case number is 761549
     
  41. silviobadseed

    silviobadseed

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    karl.jones I can confirm that in the 5.3.1p3 the low resolution fullscreen bug is solved and masks are not affected like in your temporary fix. Need I close the bug I opened?
     
  42. karl_jones

    karl_jones

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    No thats fine I can leave a note on it for QA.
     
  43. Fernandxor

    Fernandxor

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    I'm having the same fullscreen bug on version 5.3.1 f1, where UI elements (like dropdowns, labels, images...) won't resize and keep a wrong position offset for resolutions smaller than native, though they seem to be fine in windowed mode. Any update about that?

    EDIT: Nevermind, Seems to be fixed in 5.3.1. p3 :)
     
    Last edited: Jan 21, 2016
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  44. AnnaB417

    AnnaB417

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    I'm also having this issue, though I updated Unity3D to 5.3.4. I was concerned it could have been related to a non-standard resolution (Windows Surface Pro 4 at 2736 x 1824 in Landscape mode), which is why I went to 5.3.4. However, even though I've tried running in windowed mode, exclusive Full Screen mode (stand-alone GUI scene/project), the top and bottom of the GUI don't show. I found one small clue in Unity. Attached are the screenshots of the Build in stand alone, and also some random box defining the resolution of my scene, despite the fact that I've set things how I want them in Player settings, Canvas, and Panel. Unity Resolution Bug.jpg Unitty Resolution Bug Run.jpg
     
    Last edited: Mar 17, 2016
  45. karl_jones

    karl_jones

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    That doesn't look like a bug. How have you set up the anchors/RectTransforms on the images? What is the canvas scaler set to? That White rectangle shows the Canvas view, you can see your images go outside of the area and match up with what is shown.
     
  46. AnnaB417

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    The canvas scaler is set to "scale with screen size", set to 0.5 so it scales equally with width and height, and I've got the native resolution of the Windows Surface Pro 4 in Portrait mode (1824 x 2736). As you know, this selection grays out the anchors/rect transform options in the canvas. I've tried numerous times and ways to match things up. I've got the player settings set, panel is set, canvas is set, and though it works just fine in the editor, when I BUILD the stand-alone, this happens and something is over-riding my canvas settings as shown.
     
  47. karl_jones

    karl_jones

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    Does the game view have the same problem? Try setting it to a custom resolution such as the same as the surface. I mean the anchors on the images, are they set so it scales with the screen?
     
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  48. AnnaB417

    AnnaB417

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    Whoops sorry about that! Yes, I do have the images set to scale with the screen, and I've already created a new game custom resolution. It looks fine in the game view in the editor, and while I run in the editor. The problem occurs when I click "build". While Unity3D is building the scene, I see the editor blip, and the box that represents the canvas (which is originally set properly before "Build") resets to a different resolution.
     
  49. karl_jones

    karl_jones

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    Can you share the project or an example?
     
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  50. AnnaB417

    AnnaB417

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    yes, I could share this with you....what's the best medium to share?