New Non-Standard Texture Sizes

It’s great that Unity now supports these… will they work on all graphics cards?

AFAIK they’re still power of 2… Unity just automatically scales them for you.

We’re exceeding smart about this. We sometimes scale them tranparently, sometimes not (depending on usage). It’s supported on all graphics cards Unity supports and you’ll generally never know.

There is a slight performance hit under some circumstances, so if you’re not using your textures for GUI, you might want to make them power-of-two at some point (but who care about that during prototyping, which is exactly when just being able to throw in any old texture is so cool).

d.

Yes, they work everywhere.

When you use them on a GUITexture, they are padded up to next power of two, and the GUITexture uses only the original portion. That way it’s still pixel-perfect. The texture even can be still DXT compressed.

If you use non power of two sizes on anything else, the texture will be scaled up to next power of two at load time. You also lose texture compression if you had it.

There’s an option in texture Import Settings to scale textures up at import time, then they behave just like regular textures. The option only saves you manual scaling up in your paint app.

For GUI texture elements you guys are actually surrounding a non-power-of-2 texture with transparent pixels to maintain the original aspect ratio right?

Very cool guys. Thanks.