I’m using Unity 4.3.4f1 and i’m having artifacts when creating automatic sprites if I user TIGHT mesh type. If I change to FULL RECT, everything works perfect. I think this is known bug, but I don’t know if anyone has experienced this before. TIGHT type is perfect to reduce dramatically the size of sprites, so it will be great to use this type always.
Here you can see the artifacts that creates sometimes. It seams to appear when two objects overlap:
Also could someone tell what is the ideal situation for using each of these option.
I mean the TIGHT setting easily results in a 20 triangle mesh whereas the FULL RECT always has just 2 tris.
Does the the benefit of not having to render so many transparent pixels outweigh the added triangles so greatly that it’s always a good thing? If so, does that apply to mobile platforms too ?
I’m having exactly the same problem.
In my case, it only happens on the builds on iOS devices, but not in the editor.
@EduardBosch
If it wasn’t for this thread it would have taken me longer to realise it’s because of the Sprite Packer, so many thanks!
You mentioned it is a known bug, where did you find out about it?
Could you help me by explaining how you changed the Mesh Type to FULL RECT?
I read about customising the Sprite Packer in the user guide, but I don’t really understand how to do it.
Thanks a lot, I never tried Advanced thinking sprites could only be set as Sprites.
I also checked for tickets on this, but there’s nothing on the 2D listing.
I’ll submit the bug soon and if it gets turned into a ticket I’ll post it here to see if it gets fixed soon.
I sent a bug report about this to Unity, and they replied it has been fixed and will work fine on the next release.
That’s pretty good, thanks Unity QA!
Now, I hope the next version is released pretty soon.