Some of my images are being imported in as non pot, 128x127 for instance. The reason being, I am importing from Illustrator, on my old crappy laptop. As such, I am wondering, if an image is imported in as non pot, what are the side effects, consequences?
If I remember the details correctly, Unity will need 2X the RAM to load it in because it will automatically convert it to POT internally (adding empty pixels). Certainly that extra RAM will get freed up at some point, but I don’t know when. I always avoid the problem myself instead of relying on the unknown.
Right, it is just a pain in the ass to do… For some reason my crappy old Illustrator loves to trim a pixel off my slices. And that Illustrator is on my old crappy laptop that can only run plugged in but comes unplugged if a move it an inch. Anyhow, the double the RAM factor… Is this just in Unity? So when I load a project, when I build a project?
When Unity runs the game.
Ok, so only when I Run the game in Unity? That would make sense as I have noticed lags on my desktop, but not on mobile. I suppose this also stretches my art by a pixel? Not that that matters, but I would assume Unity compensates for the lost pixel?
And just off the top of my head, since I am, building Universal, with levels, identical, just saved twice as levelXiPad and levelXiPod, with only art texture and compression adjusted… A. How much extra memory will that add to the App? And B. what groups (I guess it could be more than two) would you build levels for? Meaning levelXiPad, would ideally support all iPads ( I believe even iPad3 saw no difference on what looked good on my iPad 2. I had a tester comment on and send screenshots, does this seem possible). But what of levelXiPod? Should it support all iPhones too? And do you think that is it? Build two levels per level? Does that seem appropriate?
No, stretching doesn’t occur unless you specify it in the texture’s import settings.
Since your intent is for your application to have the various sizes of the art, the additional levels won’t really make a dent in the size because the levels themselves are pretty tiny individually in comparison to the whole. But take a look at the log output that Unity produces at the end of a build to be certain.
I’ve not ever gone the route of having different levels loaded for different devices; I’ve solved the problem different ways through scripting, resource loading, asset bundles, et. al. So my opinions on the rest of your questions woudn’t have a good base, and would just be educated guesses. Perhaps somebody else that has done that could reply?
But in regards to if you should support all iPhones… If you support the iPod, you support the same-generation iPhone (though not necessarily in reverse since iPod4 has half the RAM as iPhone4).
It is easy to make certain you get POT textures from Illustrator (I assume the features I mentioned are in old versions of Illustrator (I’ve been using it since version 6, but didn’t do this particular thing until CS2)).
Double click on the Artboard tool and set the artboard size to 128 x 128 (or whatever size you need). Line your artwork up with the artboard.
Select “Save for Web Device” from the File menu. In the Image Size tab, make sure you have “Clip to Artboard” tab selected. This option produces nice small file sizes if you use png (obviously makes no difference inside Unity).
that’s ok. The game runs great on the iPod 4thGen now. So I think I am OK with that. Should I be concerned with older gens of iPod?
Thanks.
I never tried that. I always do slices, save for web. Will give it a go.
Cheers.
Always. Especially if you (a) plan on supporting customers who have then and if (b) you make it possible for customers to pay for you game on those devices. If you don’t have a means to test on everything and if your game is not free, you should make sure you do everything in your power to make sure you don’t try to sell something to people that y ou don’t know if it works. Business ethics 101.
But if you can’t guarantee (b) but still can’t test, make sure you address your customers’ issues as quickly as possible and invest any proceeds you make on your game to buy whatever devices you need to test and fix before paying yourself.
Good point,
It is just that I have noticed many suggest that older devices are minimal shares of the market.
Anything older than the 4th generation (iPod, iPhone) can not Handel 2048? How big is the difference of computing power between the gens? I guess I am bot to google, thanks.