Hi,
I have some problem with texture in Unity 3.1. Game is first personal 3D shooter, so I always stay in the center and kill everything around me. My weapon is not 3d models but textures with those models rendered (this allows to reduce the memory usage). So I have one texture 2048x2048 (sequence fired weapon, with muzzle flash and alpha). It eats too much, so we tried to compress by Unity with PVRTC 4 bit, and I didn’t like their look. So I tried to use Photoshop and compress in DDS with DXT5(result was better than PVRTC ), but, unfortunately we work with iPad, so we can’t use DDS. Maybe there is some other way to compress texture atlas and not to lose quality. Other textures are good with PVRTC, but weapons ARE too close.
Thanks!
ou, I want this answer too.
anyone know that?
you can’t. It’s just not supported and better quality textures means more memory.
What you have to do is split them on separate textures. For instance, I use 4 512x512 instead of 1 1024x1024. I was getting memory crashes otherwise.
You have to organize the textures around so that only the ones needed for that particular section of the game are loaded into memory. Otherwise you run out of memory real fast.
Here’s some ideas. How useful they are depends upon your exact needs.
Use your texture space in a smart way, separate static from dynamic and minimize empty space. If the weapon itself doesn’t animate, only include frames for the flash. If the flash is semitransparent but the weapon is not, use a truecolor (16 bit might be enough) texture for the flash and try a PVRTC texture for the weapon. Animate the weapon sprite instead of using texture frames. Use a combination of moving sprites (particles) instead of an texture animation for the flash. Use vertex colors instead of texture data for transparency. Stuff like that.