The way I understand the message- if I’ve checked the mipmaps checkbox & my texture is NPOT, it’s even worse than without mipmaps because without mimaps at least I’d get a compression and with mipmaps I get no compression at all because they are NPOT. This is the way I understand it.
No matter if the above is true or false, 1 thing is for sure, having only or the majority of sprites to be POT is a performance boost, at least on older devices(android). The thing is that the way the game is designed, it’d be extremely hard to have all or the majority of sprites to be POT.
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Let’s say we’ve got 500 textures in a small 2d game. 20 of which are backgrounds and the rest- in game stuff. How many should be the normal number for POT sprites included in the total number of 500?
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How can I make the majority of sprites to be POT, taking into consideration that they have definite size?
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In which situation should I make sure the sprites are POT and in which it woudn’t matter much?
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How can I maximize the number of POT sprites in my game?
It's trivial to make any texture POT; change the texture type to advanced and set the non power of 2 setting to something other than "none". Or just add padding in Photoshop or whatever.
– Eric5h5Tnx for the reply, the thing is that I'm using sprites not textures and I can't use the advanced options there.
– zen-ventziChange the texture type to advanced.
– Eric5h5I tried the thing that you said but I coudn't actually understand how exactly to make it work for my case. http://i.imgur.com/owOLtfv.png This is simple scene example of my project & all the gameObjects inside are being rendered on the screen with the SpriteRenderer and when I make the textures from Sprite to Advanced and apply it, I'm not allowed to use them in my scene.
– zen-ventzi