Hello everyone, why when I load an image of about 900kb on unity becomes almost 6mega? How can I manage the memory without lowering the image quality? thank you!
The most important thing would be to turn off mip maps in the inspector while the texture is selected. There may be some other Import Settings you can mess with in that window which may reduce the image size in memory.
Also, as I was told, a graphic fit for web use, ie PNG, is nowhere near as good for texture use. You might want to change max size as well in the import settings.
That’s true for most Game Engines, but Unity converts all textures into an “Asset” that it can easily use. No matter what type of image you use, it will all mean the same to Unity at runtime. My artists and I mostly use .PNG for unity games.
(Textures loaded from StreamingAssets are a different story)
Where do I look into more about this texture usage? Also, I would love to learn how to design materials. Do you know of any cool links that I could check out?
I can never get the material to look right or fit right.
The source format of an image has nothing to do with what’s used in Unity for output. Therefore you should leave it in whatever format is easiest for editing (e.g. PSD). Change the texture settings in Unity, such as using compression and possibly reducing the size. Don’t turn off mipmaps unless the texture will only ever be shown at one size in 2D and there will never be any camera zooming.
–Eric
Sorry man, very limited knowledge there. I dread the art barrier. I just know some basics. I know one or two artists, but they ain’t the most reliable sort.