Deployment difference.. Login screen blur...

Ok, the sharp image is from my IMac, the blurry image is from my PC. They are both at the same resolution on start with same quality. Not making much sense.


Played with the settings some more, any way to make it so that no matter the resolution or quality, that all 2d images stay the same sharp quality? No need to reduce there quality when reducing the 3d quality.

You have complete control over the quality settings. It’s found by Menu: Edit->Project Settings->Quality

Then look over in the inspector and you can change all the texture settings to be the same and it won’t matter which setting the user chooses the image should be the same. Unless the hardware can’t support it do to VRAM or other features missing.

Cheers

Thanks, I’ll check out all those settings and see if I can balance the quality on the images somehow.

Whoa whoa whoa. Stop the presses. Does someone ACTUALLY have an MMO seriously in development? Color me impressed.

could be driver related - looks like it doing a bilinear filter on the texture.

also check the import settings - default is DXT5, try changing it to RGBA32 and make sure generate MipMaps is turned off.

Ive had no problems doing GUI on Mac PC - 99% of the time its settings or driver related.

Cheers
Shaun

@StarManta - ive been working on something like an MMO G for a couple of months - but its not a game, so may not be of interest to you.

The trick to use is to turn of mipmapping in the import settings.

The thing is: When the texture quality level gets turned down (through quality settings) we don’t use the highest resolutions in the texture, but just use the mipmaps. If there are no mipmaps, we always use base res (which is precisely what you want for GUI)

Can’t test right now for these suggestions (no powerbook pro, just lame pc for work). Its all probably do to my lack of knowledge on how to setup the engine for the import of the images, I use nothing but PSD files (lovely that it can use them, totally impressed with that).

I am not going to mention any timetables on this thing only because I have only had Unity officially going on 2 weeks I think, maybe 3, so I am still going through that “man he is a stupid newbie” zone until I figure this thing out, it has so many features, its scary.

I’ve decided to write a fast space invaders clone in it for the 2d to see how the layering works for 2d. I’ll be starting on that tonight, the only way I can learn features of a product is to force myself to dig in and either blow up my code trying to learn it, or make something based on an idea that is so outragous it should have never worked to begin with and make it work.

I’ll be happy when I can give a link to an alpha client so that people can test making a generic character then run around and test zoning along with basic battle and loot system.

Right now, I can create entire levels both interior and exterior if I desired, now that I figured out all a level is, is just another new scene in the same project.

The instructions read like sterio instructions to me, there not laid out in a fassion that I can understand an there not deep enough on detail for me to fully grasp what I need out of them, but thats my problem, I am a logical person, and I am a coder. I own all of my content, over 4 gig of content, including sound bytes, both mono and stereo, buildings, animals, you name it, all this is boiling down to now, is figuring out how to make the dynamic items come to life in the game based on what I own, Unity has it all and is just getting better by the day…

If I do have full control over the 2d textures, I sure as heck better find all of those features and fast because I have tons of artwork left to do for the gui’s, that and I need to get all my textboxes etc to work the way I need them to.

I appreciate everyones help and patience as I go through this curve.

Well, to me it looks just like the topmost mipmap levels are dropped from your textures (in effect reducing texture sizes).

Now, why does that happen is a good question. My guesses:

  • You do choose a different quality setting on windows (i.e. Fastest… by default it uses reduced quality level). Quality settings are documented here.
  • On the PC you have a video card that does not support the textures as large as you’re using. Quite unlikely, as the textures do not seem to be extra large.
  • On the PC somewhere in the driver settings someone set them up to always use “reduced quality”. Most drivers have settings for quality vs. speed, and sometimes they have an option to reduce all texture sizes.
  • One of your scripts in the game is switching quality level, but only does that on Windows. This is quite unlikely as well, but you never know :slight_smile:

Looking through that list, nothing stands out. It has an ATI Radeo PCI Express on the PC with 256 Megs of Video Ram, I don’t have issues running things at highest card resolution or lowest card resolution in other things, so I am thinking how I imported the image is the issue and mipmapping.

No scripts in this scene are modifing the quality level at this time. Its a simple scene with a skybox, some particle effects and the attached gui layer with a set of images.

That image is a 1024x1024 mapped image, although it is only 800x600 image itself, and the system seems to hate not power of 2 images, really does something stupid with them, If I put the image straight in at 800x600, it complains about the nonpower of two, says it won’t be compressed, and on the screen, its chopped up alot.

Thats why such a border exists around the image. Going to get my artist to redo me an interface at either 512x512 or 1024x1024, which will bring me to my next question, will the image scale as the camera scales, hopefully I can detect the resolution on load and switch out the screen accordingly.

It was late when I did my gui testing, so there is a possibility that I choose fastest instead of good which is what I choose on the mac, so I won’t rule out Id10T behind keyboard error.

There are no different import settings for Mac vs. Windows. If the image imports, it does import the same on all platforms. If it does look different, then it’s either the games are using different quality settings, or the hardware/drivers (mac vs windows) are vastly different. So my guess is still that the game on windows ends up using different quality setting.

What do you mean “its chopped up a alot”? It is blurred? Distorted? Are you using the image on a GUITexture or on something else?

The warning you get is not an error, it just tells that the texture won’t have DXT compression at run time (thus will take more video memory). Most other game engines refuse to accept non-power-of-two textures (Unity did that in the past as well), but now all texture sizes should Just Work. Non-power-of-two cases might be slightly suboptimal, but they should work.

The image is skewed.
Ok, can’t show a pic of it right now, but will get a pick of it tonight with actual size instead of modified size in power of 2.

The image is applied as a GUITexture to the camera. The image then has a property of something like (forgive my memory here)

minx = 400
miny = -300
maxx = -400
maxy = 300

However, it overlaps the edge so bad that the game menu in the corner barly shows its edge, then the angels head is chopped off and that upper half doesn’t show, etc.

I literally had to change my canvas size to 1024x1024 to get the results you are seeing in these pictures.

My x’s and y’s in this description might be off because the editor is at home on my Mac.

Using Unity for 2D is a much different learning curve
than using Unity for 3D. I’d suggest a 3D Space Invaders first.

Cheers,