Appologies in advance for describing the problem that I am having, but I am quite a newbie to Unity and I haven’t yet got hold of all the correct terms.
The problem I am having is that I am writing a game that where the majority of the graphics are 2d GuiTextures. However, I want to surprise the player by throwing in some 3D action at certain points.
To do this I am having to render some of the flat images onto 3d planes so that I can have other 3D game objects appear in front of them. The downside of this is that they then appear fuzzy compared to the standard guitextures
Here is an illustration:
Can anyone help here - can I either:
Render guiTextures so they appear behing gameObjects
Fiddle with the texture rendering so that images appear without fuzzyness.
Any help is hugely appreciated. Again appologies if my descriptions here are wrong.
They’re smaller versions of your textures to use as they get further from the camera. It’s a performance and cosmetic thing since the renderer doesn’t have to process as many pixels in a texture too far off to notice the detail and you get free filtering/antialiasing. If you use really high res textures and turn off mipmapping and other kinds of image filtering, textures at a greater distance(especially ones with high frequency detail) start to get noisy as the renderer has too many pixels to process for a small area of screen space. Since you’re not working with a large amount of depth you’d want to keep them off to preserve as much detail as possible.