I imported a sprite sized about 20000x4000 (and put max size to the biggest possible value (guess it’s 8172), filter to point and compression to none), but the resolution of the sprite seems to be distorted.
(when I preview it outside unity, the zoom shows sharp details, but when I zoom at unity, it is blurry)
the funny thing is that a sprite with size 4000x1000 has a quite better resolution than the first one.
I guess it’s because of the max size supported that makes this mess with the sprite, so how should I deal to have a good rendering quality at this big 20000x4000 sprite?
I know that but I’m trying to avoid cos it’s too complicated to place different sprites side by side perfectly and also there can be too many sprites to have this done quickly…
Well, you have to split these sprites. If all those sprites have the same resolution, it is easy to find a pattern so the game place the sprites side by side perfectly by code. If you set your image pixel per unit to 50, to move the postion of the sprite by one pixel, you have to add (0.02) to it’s position.
It’s very simple really. No sure what you mean by “too many”, since even one image of this size will take up a large amount of memory so I can’t see how you’d have that many. In any case you have no other choices.
(If i remember right and am not mixing two usernames, dccoo needs that big sprite to be a 360° picture used in a point and click game)
[EDIT: actually, i mixed two usernames ^^'. He is taking pictures by script of the entire scene to create an image from it. I guess this is multiple prints took from the camera.]
dccoo : Instead of creating an enormous sprite from the “32 (hazardous number)” of camera prints, you may keep each print as a different sprite, create a serializable class containing the position in world space of each sprite and the name of each of them in the computer hard drive, using a binaryformatter you can save this class in the computer hard drive, and use that serializable class to find back all of the images that compose your scene and instantiate each of these directly at the right spot.
No, it’s not easy. I have to resize the images and then place all images side by side perfectly… I saw once that unity has a tool for placing tiles like this but I didn’t learn it yet…
It is indeed extremely easy. Not sure why you’d resize anything, just slice the image and position the pieces properly by typing in the appropriate numbers in the inspector. (It’s not something you’d manually move with the mouse.) Should take a couple of minutes.
Are you trying to use an image of a tile map as your background? There are quite a few resources for creating tile maps directly in unity. It would probably make it easier to edit and you won’t have to worry about giant images.