2D sprite textures are being imported without anti-aliasing?

I made a Background “options” picture in Flash CS4 1024 x 1024 and imported it as a GUI texture ( for better quality ) but I can see my gui texture with a lot of vertical broken edges? Why is this happening I am doing something wrong here? It´s like unity is note getting the blur fx from my png files. How could I fix this? :frowning:

info on my png files exported from Flash CS4:

1 - I don´t use too much spritesheets ( just for the particles )
2 - Resolution 72 dpi
3 - colors 24 bit with Alpha channel
4 - Filter none
5 - Smooth

As I am making a 2D orthographic game I am most using plane, cube and sphere objects, and some with GUI texture components. Has anyone experienced this problem?

I think you Need to Set the filter to something.

A screenshot would help a lot, I didn’t get your problem!

Regards

I agree, we need a screenshot to help. But you might want to check your compression and mipmap settings (set the texture to Advanced and turn off mipmapping). Also make sure the texture’s sizes are power-of-two, or set the right settings for this so Unity doesn’t stretch the image. I think the setting you need for this is “none”.

BTW, DPI is irrelevant in game development. A pixel is a pixel, and the actual DPI is dependent on the screen’s resolution, not what you set it to in Photoshop.

Fixed the image but…
just imported as GUI 1024 and adjusted the color to True Color and it went perfect except that my games with 10 sprites in true color without compression is taking 35MB in app format? How does it works when you send an app to Apple? does Apple takes in consideration the uncompressed app format or the zip file ( with the app and pictures ) ? And Also as I am using iOS basic, so no compression avaiable it´s a shame! I am in LOVE with unity it lets me do anything I imagine to put in a game, but this way I´ll never make an app to be downloaded by
3G or 4G connections and lose lots of sales. But the nice thing is that I´ll be able to port it to the UNION program!

So here goes another question about the UNION program , about those companies ( taking off Nokia and HP(ipaq)) the Hometheaters or the other gadgets companies…if I want to make a game for those companies will I need to make support for joypads, keyboards, touch and accelerometer? If I make a 2 player game or even a 4 player game to play in a home system with joypads how would I know the number of controllers for these systems and I wanted to know if the unity team will send us developers some kind of prospects for those gadgets or home systems.

I am making a really nice and beaultifull game and I really want to make some money with it to help my fathers treatment!

You send in a zip, but Apple adds some stuff so the final size will be a little bigger than the zip (can be a few mb).

“Smag”
So you mean that they take in consideration the zipped file?
When the user downloads the application it comes in zip format and then the device decompress the file in app format?
Because if it´s that so my file compressed goes to 9MB and that would be great!

actually thats not true.
What happens is that the applications code binary (the one with the same name as you app, no extension) ends in the final build uncompressed.
See http://answers.unity3d.com/questions/14952/steps-to-determine-iphone-app-size-please