GUIManager - artifacts in images

GUIManager’s been working great, but I’m getting these artifacts on images around the edges in alot of cases.

I have a shields indicator where the UV’s are changed to show the correct image. The “biggest” image seems to be fine, but the smaller ones all show artifacts around the edges. They’re all meant to take up the same area, but just swap the uv’s.

Just wondering if anyone knows why/what the fix is. I’ve turned of mipmapping, and tried a few other things, that just don’t seem to work.

Thanks for any help

shields:

cockpit:

Don’t compress the image. It should fix the issue.

What do you mean specifically? it’s a PNG32, and I have to set PVRTC4 compression in Unity, is that right?

Thanks for your help

They mean don’t set it to PVRTC4 compression, set it to uncompressed (RGBA 32 bit). You’ll get a bigger file size but the artifacts should disappear. Also, in the image properties in the editor, change “repeat” to “clamp.”

Setting to RGBA16 worked. So thanks for the heads up!

Of course, it went from 512k to 2mb’s. but with it being the major portion of my UI, I can with it.

Another thing you might try is shrinking the area of the individual graphics or repositioning so they’re not edge-to-edge on the texture sheet if you have room. We ran into this problem on one of our games and adding a little space helped.

yes, I ran into this early on as well, and adding some room definitely helped on some of the images.

I thought I read on this forum somewhere that RGBA16 caused memory leaks for some reason. You might want to check up on that…

ahhh, I BET that’s what I was just seeing. I’ll do some tests and report back

Thanks Alex!

well it didn’t show any mem leaks with ActivityMonitor, so maybe they’ve fixed that.

So, right now as it stands, the visual looks great with RGBA16 and it didn’t show a memory leak that I could see in the 5 minutes I watched it.

Cool, glad you found a good solution. :slight_smile: