Orthographic 2D camera texture is vogue and fuzzy

I'm making a 2D iphone game using unity3D,now I met a question is my texture is vogue and fuzzy. I want to create a full screen size background 480x320.

I use :

Orthographic camera ,size 10.

Screen size is 480x320.

a texture size 480x320, Filter Mode Point ,No Power of 2 ,No Mipmaps, Texture Format RGBA32bit.

Then I create an gameObject,position (0,0,0), scale (30,20,1) because I use a 1.0f size plane in my code.This is to match my orthographic camera size 10.0f. Then I get a full screen size background, but it's fuzzy,not very clearly. 2D game needs a clearly picture,but I donn't know what's wrong. Then I tried a unity3D 2d-plug-in called SpriteManager2 , it's result is right. You can see my result pic, there is some difference between them ,

Can any one help me? Thank you very much,sorry for my english.

Here is my code:

using UnityEngine; using System.Collections;

public class TestSprite : MonoBehaviour {

protected MeshFilter meshFilter;
protected MeshRenderer meshRenderer;
protected Mesh m_mesh;                      // Reference to our mesh

protected Vector3[] m_vertices = new Vector3[4];
protected Color[] m_colors = new Color[4];
protected Vector2[] m_uvs = new Vector2[4];
protected int[] m_faces = new int[6];   

// Use this for initialization
void Start () 
{
    meshFilter = (MeshFilter)gameObject.GetComponent(typeof(MeshFilter));
    meshRenderer = (MeshRenderer)gameObject.GetComponent(typeof(MeshRenderer));
    m_mesh = meshFilter.sharedMesh;
    Init();
}

void Init()
{
    if(null==m_mesh)
    {
        meshFilter.sharedMesh = new Mesh();
        m_mesh = meshFilter.sharedMesh;
    }
    //vertices
    m_vertices[0] = new Vector3(-0.5f , 0.5f , 0);//new Vector3(0,1,0);
    m_vertices[1] = new Vector3(-0.5f , -0.5f , 0);//new Vector3(0,0,0);
    m_vertices[2] = new Vector3(0.5f , 0.5f , 0);//new Vector3(1,1,0);
    m_vertices[3] = new Vector3(0.5f , -0.5f  , 0);//new Vector3(1,0,0);
    //uvs
    m_uvs[0] = new Vector2(0.0f , 1.0f );
    m_uvs[1] = new Vector2(0.0f , 0.0f);
    m_uvs[2] = new Vector2(1.0f , 1.0f );
    m_uvs[3] = new Vector2(1.0f , 0.0f);
    //colors
    for(int i=0;i<4;i++)
    {
        m_colors *= Color.white;*
 *}*
 *//index*
 *m_faces[0] = 0;*
 *m_faces[1] = 2;*
 *m_faces[2] = 1;*
 *m_faces[3] = 2;*
 *m_faces[4] = 3;*
 *m_faces[5] = 1;* 
 *m_mesh.vertices = m_vertices;*
 *m_mesh.colors = m_colors;*
 *m_mesh.uv = m_uvs;*
 *m_mesh.triangles = m_faces;*
 *meshFilter.mesh = m_mesh;* 
*}*
*```*
*<p>}</p>*
*<p>Vague Pic result:</p>*
*<p><img src="http://i55.tinypic.com/2eurhcm.jpg" alt="alt text"></p>*
*<p>Clear Pic result:</p>*
*<p><img src="http://i52.tinypic.com/1on7yf.jpg" alt="alt text"></p>*

on your texture that is vogue (or vague which makes more sense!) and fuzzy go into its texture importer settings and in the drop down menu swap it to advanced. Then in the drop down box next to "Non Power Of 2" select none, this helped me for the splash image trying to scale itself and therefore messing up image quaility.

For this bit "Then I create a gameObject,position (0,0,0), scale (30,20,1) because I use a 1.0f size plane in my code." what game object did you create? and why have you scaled it like that? It's not poor english that's letting you down it's a poor explanation as to what your trying to achieve, what you already have and the errors you're encountering.

The non-power-of-2 size issue is definitely one possible culprit. If that is set to size to another power-of-2, then Unity will resize it, applying filtering in the process, resulting in image quality degradation. SpriteManager 2 gets around this by copying your image data, exactly as it is, to an atlas texture that is already a power-of-2, resulting in a clean image.

But from your reply it sounds like you tried setting that to "None", if it not, make sure you've set it to "None". But I'm not sure what else would cause fuzziness since you seem to already have taken all the other steps to eliminate fuzziness, and since you are using point filtering, if the issue were related to sizing, you would be getting jagged looking artifacts, rather than smoothed-out fuzziness. Which points to a non-power-of-2 resizing issue.

Regarding sizing, I'd recommend setting your camera's orthographic size to 1/2 the target resolution height (i.e. in this case 160, or 320/2). That way, if you want an object that is 480x320, you just set its size/scale to 480,320. Though with an ortho size of 10, 30x20 should yield the same result. It's just easier to compute the other way.