How to have consistently crisp sprites across all mobile platforms?

Hi guys

I’m making a game which I plan to release on iOS and Android, and right now I’m having a scaling issue with my sprites. My player size is about 1/5th of the screen portrait width (1 default unit) and I’ve made a 256x256 image to be used as the sprite, so that at higher resolutions it retains its quality. I’m testing on an iPhone 4S, an iPad 2 and my computer, and on all of them the sprite looks terrible (really scaly/pixellated).

I’ve disabled mip-maps, set both the pixels per inch and the maximum size to 256 and tried setting the format to truecolour and compressed, but neither make a difference.

I realise that 1/5th of an iPhone 4S’ screen is 128x128, but if I reduce the image size to that then I will lose quality at higher resolutions. I was wondering if you know any way of making Unity actively compress large files to smaller ones without any quality loss?

Thanks :slight_smile:

Bump

Hi,

First, take a look at this. Unity Blog

Let me know if the dots don’t connect, we can then explore further :slight_smile:

I’ve read that blog but I’m having what I suspect may be a similar issue. I’m using a Nokia 810 to test and I setup the camera size/pixels per unit and in the editor and stand alone Windows versions (windowed) everything looks like, but deployed to the device the sprites look… um…

2248185--150158--Untitled2.jpg

Well about like that. The original sprite on the left. The canvased UI though, looks perfectly sharp with no issues at all.
Well aside from Win8.1 deployments throwing errors that the 8.0 ones aren’t… but that’s probably unrelated.

@KaryudoDs , you might want to check the texture setting for the specific platform, e.g. Maximum texture size. And the filtering option your texture is using.