In a WebGLA JavaScript API that renders 2D and 3D graphics in a web browser. The Unity WebGL build option allows Unity to publish content as JavaScript programs which use HTML5 technologies and the WebGL rendering API to run Unity content in a web browser. More info
See in Glossary app, the canvas element is where the browser draws the graphics when renderingThe process of drawing graphics to the screen (or to a render texture). By default, the main camera in Unity renders its view to the screen. More info
See in Glossary a game. This section describes how to configure the visible size of the WebGL canvas element, and the resolution that the game renders to.
To configure your WebGL Canvas size, you must consider the following types of canvas size:
Canvas Size elements | Description |
---|---|
Canvas element CSS size | This Document Object Model (DOM) specifies the visible area on the web page that the canvas takes up. You can configure the canvas size using HTML or JavaScript. |
WebGL render target size | This size specifies the pixelThe smallest unit in a computer image. Pixel size depends on your screen resolution. Pixel lighting is calculated at every screen pixel. More info See in Glossary resolution that the GPU renders your game to. This size can either be managed 1:1 in sync with the CSS size to provide pixel-perfect rendering, or it can be decoupled from the CSS size. |
If the above two canvas size elements do not match, the browser will stretch the rendered WebGL output to fill the visible canvas area on the web page.
Decoupling the render resolution is useful when implementing downscaled low DPI (Dots per inch) rendering on high DPI display. This helps to not only conserve the GPU fill rate power but also helps if your application is sensitive to the rendering resolution. For example, if your application logic uses screen space pixel units, but for the application itself to work properly, it requires a specific resolution.
By default, Unity keeps the canvas element CSS size and the WebGL render target size in sync and provides 1:1 pixel perfect rendering. If the canvas CSS size is modified by the web page in JavaScript, Unity will automatically adjust the WebGL render target size to match it. By default, this match is done to implement high DPI rendering.
If you want to override the DPI scale, open the index.html
file and add the Unity Instance configuration variable devicePixelRatio=<double>
. For example, setting devicePixelRatio=1
on the WebGL site template page will force Unity to always apply low DPI rendering. See Using WebGL templates for an example.
To manually configure the canvas size, you must first disable the automatic size synchronization. To do so, in the index.html
file of the WebGL template, set the Unity Instance configuration variable to false: matchWebGLToCanvasSize=false
.
When this is set, Unity leaves the render target size of the canvas as-is but you can always configure the size, if required.
For example, to change the css size of the canvas, edit the following text in the index.html
file:
<div id="unity-container" style="position: absolute; width: 100%; height: 100%">
<canvas id="unity-canvas" width={{{ WIDTH }}} height={{{ HEIGHT }}} style="width: 100%; height: 100%"></canvas>
</div>