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D'oh! This is covered in the WebGL troubleshooting documentation (which did not come up in my web search results for 'Unity IndexedDB'). Unity does not flush changes to IndexedDB immediately when you save a file. They don't explain when they do a flush, but clearly a scene change is one event that triggers a flush. To immediately flush the changes, we have ...


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Your WebGL export is using a different aspect ratio than the one you're using in your editor. The WebGL viewport is 960x600, an 8:5 aspect ratio, where the width is 1.6 times the height. Your editor viewport is 650x366, so the width is 1.776 times the height. By default, Unity scales the view to preserve the vertical axis, so you see the same height of ...


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Unfortunately there are many ways to do what your asking and from the info you have here it's very hard to tell what's going on. We're missing a lot of information. It appears to me that zoomCamera(); in onObjectsClick(event) is not an "Updated" but a single frame function. It appears to me that you are using lerp in a way that it's not really designed for....


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PPS is not supported on WebGL 1. You should have Webgl2 capable browser and GPU required to run WEBGL 2. You can test here or this for WEBGL2 support on your browser. Fore more read this post.


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If you use things that are Framerate Dependent (Update or things with deltatime) then it can cause this. If you do not want the routine to be framerate dependent then you can use WaitForFixedUpdate() or put the movement in FixedUpdate() These have a fixed timestep loop


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This is due to your Canvas scaling properties. By default the Canvas that you use doesn't scale with the resolution. So if you work in Unity with a small resolution (your game window size defines the resolution you're using, in your case it's a 4:3 ratio resolution but it seems very small), let's say 640x480 and try to play the game after building it on a ...


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