Timeline for How do I choose an optimal texture size for a mobile Unity game?
Current License: CC BY-SA 3.0
6 events
when toggle format | what | by | license | comment | |
---|---|---|---|---|---|
Nov 13, 2014 at 11:29 | comment | added | bukka.wh | This is my old question, where i described the trouble with quality and attached screenshots gamedev.stackexchange.com/questions/84541/… | |
Nov 13, 2014 at 11:26 | comment | added | Erik | If they get blurred be aware to import them in "Advanced" mode and disable "Mip Mapping" generation. Next check if any level of compression or filter is applied. Sometimes the filter tend to eat details of your image. Also the best result is obtained when your textures are painted "pixel perfect" in your scene. | |
Nov 13, 2014 at 11:03 | comment | added | OriginalDaemon | First stop would be the quality settings I linked to in the answer. Maybe the texture quality setting isn't set to full res. | |
Nov 13, 2014 at 11:00 | comment | added | OriginalDaemon | It would be too hard to say really. Make that a separate question and include pictures of the problem. | |
Nov 13, 2014 at 10:52 | comment | added | bukka.wh | Thank you for such a detailed response! Can i ask one more question? Why are my textures with high resolution looking bad in my game? I imported them into Unity with such options: maxSize = 2048 Format = truecolor TextureType = Sprite(2d)/nGUI FilterMode - point. But they are still looking bad and blurred. | |
Nov 13, 2014 at 9:51 | history | answered | OriginalDaemon | CC BY-SA 3.0 |