We have a project made for iOS and Android devices. Within the editor and as standalone, as well as web version, antialiasing works well (all quality steps). But on the iPhone (3) and on a Galaxy Tab, there is no AA at all.
Although we have choose our own Icon for the Android APP within the editor, but it still shows an Unity Icon on the desktop of the Android Device after “Build and Run” the project.
It would be very helpfull if you have an explanation for those two points?
A small trick we used to use when developing on the psp was to take advantage of the psp’s lcd ghosting to fake antialiasing by “vibrating” the camera rapidly to blur the edges… Worked well
No, it means your device doesn’t have support for MSAA. Which, by the way, is either on or off; the amount you set in the quality settings doesn’t make any difference (2x, 4x, 8x are all the same on the device).
Our iPhone 3G shows the clock without AA.
Same Samsungs Galaxy tab.
Can somebody confirm this? >Galaxy Tab 7" (Android 2.2 Froyo) without MSAA support.
I said 3GS and 4. I haven’t tested iphone 3G, but I’m guessing it is too slow for AA, or flat out not supported. And it’s not a unity thing. Unity just added support for the MSAA that apple added withthe ios 4 SDK, if I am not mistaken.
I haven’t heard anything about Antialiasing on Android devices, but then again, I have minimal experience with android.
So we spend 1500 USD for nothing!
Cause as you can see above, that rendering quality isn’t enough for publishing at the APP store, especialy for tablet devices.
Unfortunately we could not test that fact, because the demo version of Unity did not allows to Build and Run.
AA as post effect isn’t a way too, because not even the AndroidPro version allows to use this post processing effect.
Funny that there have been >1000 iOS apps made with Unity then. Get a less old device, then you will have MSAA. (You need at least a semi-recent device to test on anyway, you can’t make do with an iPhone 3G.)
For AA you wouldn’t need nor want to buy Unity iOS Pro.
You buy Pro actually for Occlusion Culling and Stripping 2 things that make a day - night difference on performance and build size.
MSAA is just eye candy that requires 30mins of implementation on the xcode project and was present there for quite some time now.
And for “not allowing”: Android Pro allows to use PostFX, but the question is always if the type of postfx you want to use can run on mobile at all or if it requires a capability just not available (render texture with depth mode as required for DoF and other post fx). But you really don’t want AA and similiar heavy post normally, its fillrate intense and if you had that many pixels to waste (fillrate to waste) you might want to consider wasting it for something the user sees something of (at 250dpi+ he doesn’t see it and on tablets aside of the iPad2 the 15fps and lower from AA + full resolution do not make him want to play it a second time)
I know this is an old thread, but I had no AA on my Android device (even with 8x enabled), but I managed to fix the problem by unchecking the 32-bit Display Buffer option in the Player Settings (Resolution and Presentation). I didn’t notice any change in quality other than AA finally working.