The sprites parented to the 2D Screen are displayed in 3D world space ( the image works fine, as does the text ). ( EDITED FOR CLARIFICATION: Adding sprite to 2D screen directly doesn’t seem to be supported, use Sprite property of Image Element )
See in the published link below.
The two Sprite elements in the editor are very small, but they appear in the published build at a different size - there is an inconsistency here. ( EDITED FOR CLARIFICATION: Adding sprite to 2D screen directly doesn’t seem to be supported, use Sprite property of Image Element )
If you rotate the screen left and right, you’ll notice that the image that is parented to the world ( on the right, in the background ) clips when half of it is outside the screen ( or when the pivot in the center is off-screen )
The sprite to the right, which has it’s size increased and is meant to be 9sliced with tiled - notice that the center bit doesn’t actually tile, but is stretched.
Hopefully the first 1) can be fixed, it’s the urgent one. The other ones are important as well of course.
I sure did @dave - and as expected, it scaled all of the pixels ( both the correct areas and the incorrect areas ). This would imply that the issue is elsewhere, possibly in the code that calculates the tiles dynamically. The good news is that it almost works, it just needs a bit of tweaking with an example that shows the breaking issue.
Feel free to try it out yourself, here’s the PlayCanvas project link…
Yes - in Unity, I see the expected result ( the tiling continues at the same “pixel density?” as the rest of the pixels in the corner slices of the 9-sliced sprite ). I’d be happy with an option to adjust this ( I didn’t look further into it ), but out of the Unity box it works correctly for me.
In PlayCanvas, the default scaling isn’t correct for what I would expect, and there is no control over adjusting the scaled areas of the tiled slices, so I can’t match the Unity ( expected ) result.