3dbit rgba png's (for the asset store)

Hi,

I want to submit something for the asset store. The packager is complaining that my icons aren’t 32-bit rgba. I’ve set the export settings in Unity to “RGBA 32 bit” but that doesn’t seem to work.
I tried Photoshop, Pixelmator and Gimp but couldn’t find a way to save as a 32bit png in either of them.

There must be a simple way to do this, but I can’t seem to find it.

Any help?

Thanks!

(oops, I wrote 3dbit in the subject instead of 32bit, and it doesn’t update after editing)

Ok, I finally figured out that I can export 32bit png’s with Fireworks. So I’m good.

Why are you set on using PNG? I realize that it’s smaller, due to lossless compression, but it’s so painful to work with when you need an alpha channel that I’ve given up on it for that purpose, and always use .psd’s instead. I still use PNG for RGB rasterized Illustrator files though.

Exporting a .png for the web in Photoshop works fine. As far as I know the graphic settings in Unity aren’t used.

–Eric

I don’t think so. Maybe you know some tricks, but here’s the kind of thing I get:

A file with “transparency” is made in Photoshop (by erasing RGB pixels), and saved as a PNG.
It can be imported into Photoshop, and then exported, and if nothing is edited in the RGB channels, the original RGB information will be preserved.
If anything in RGB is altered, the information will be discarded, and made pure white.
There is no way to use an actual channel from the Channels palette; the A will be tied to transparency (checkerboard or whatever else you use in Photoshop).

Is this in-line with what you experience? If so, does that workflow work for you? My alpha channels frequently don’t have anything to do with transparency, so this kind of thing isn’t helpful to me, and I don’t know what kind of workflow might exist that would preclude white fringes on PNGs, if the alpha could be used for transparency.

Jessy, are you sure you can use other formats besides png’s for the asset store icons? Because if they’re not there, it specifically asks for icon.png, etc.
But I’m assuming you’re talking about using it inside Unity as a texture instead. In that case, I tried using png’s, but things like drop shadows never import correctly. So that’s why I still use png’s there.

Eric5h5, I tried the save for web and normal png export, but the asset store tools said they were in the wrong format.

I think so, or else I wouldn’t have said it. That’s what I do and my images are uploaded and appear on the asset store just fine. I’m not about to use .psd for that, since it won’t work.

Not sure why. Make sure you have latest version of the tools as downloaded from the store, although I doubt it matters since I’ve always just saved for web in Photoshop (24 bit + transparency) and it works without issues.

–Eric

Should be the latest version, since I downloaded it only yesterday…
Did you submit using pc or mac? I did it on my mac, maybe it works fine on pc with other png formats, haven’t tried it yet.

Using Fireworks solved it though, but now I’m facing another problem - when submitting, I get a very nasty network error:

Error requesting terms Error: ConnectFailure (Unexpected error while trying to call method_GetSecurityPolicyBlocking : System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. —> System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. —> (and so on).

Contacted support about this, don’t think that is normal :slight_smile:

Mac. I don’t know, but it sounds like something is messed up.

–Eric

Just updated Unity and tried again, still no go. Might be that I missed an important step off course.
Hope Unity support will be able to help me out.

Obviously. :slight_smile: I’m not saying, “I don’t think it works fine for you.” I’m saying, “It doesn’t work, in any capacity that I’d consider fine.” There is some kind of compatibility buried in there somewhere, but I doubt there are any clear rules about it. I’m not overly concerned; it seems to me this is a workflow issue, and if the RGBA PNG support isn’t haywire as it pertains to your own workflow, then please enjoy doing what you’re doing. My interest won’t be piqued again, until somebody can give me a PNG with an alpha channel that doesn’t correlate with transparency, that came out of Photoshop.

You do understand this is about the Asset Store graphics? They are appearing on a web site. .PNG is what is required, .PNG is what works. This has nothing to do with workflows.

–Eric

No, I did not understand that. I thought that it was about the images included in your wares, which didn’t make sense to me. Alpha must be tied to transparency for web graphics; nothing else makes sense, so sure, .png “works fine”. :smile:

Trying the same thing just to try out the asset store… Looking on the web, Fireworks 32bit png is supposedly the same thing as Photoshop 24bit png + alpha which is the extra 8bits.

I’m saving for web with png-24 and transparency and interlaced both checked, size is 128x128 (since that’s the requirement of one of the asset store icons but having zero success here… Any clues?

EDIT: Got it to work, seems you have to erase a bit of your image or at least make the transparent layer show through a bit or it doesn’t work.

Thanks for that advice - I have been struggling with saving the 32bit png’s for a few hours with no luck.

what did you mean by “erase a bit of your image” can you be more specific? I tried using the eraser tool to erase a straight line in both the alpha channel and the rgb channels, then used save for web, and png24 with tansparency. The import tool still says its the wrong color format.

yeh, thats right. Erasing 1 pixel from the png makes it work.

How I did it:
get the image into photoshop, make sure the only layer you have is not blocked ( the background layer, so it gets transparency when you erase).
Use the erase tool, 1 pixel, and make 1 click somewhere in the image. Save. It should work.

Crazy in my opinion.

so… this is completely asinine.

there is no conceivable reason that A) unity needs 32bit graphics, and B) it is throwing all these incompatible errors at us.

(and yes, deleting one pixel works) it seems that unity NEEDS an alpha channel, and God forbid you leave yours empty.

Yeah, its pretty goofy. When you do it once though, it is easy to repeat.