Restriction on art assets for mobile Unity game

Hey guys,

At university we just started a group project with mixed teams of programmers and designers/artists to create a Unity game. We decided to do a mobile game, most likely for Android. However, I have never used Unity for development of a mobile application and, as part of the programming side, I should be able to tell the artists what they have to keep in mind while creating the assets in terms of technical limitations of the engine/platform. Can you guys please share your experiences on stuff like polygon counts, texture sizes and the like and what worked and what didn’t. If you know a good ressource containing such information or some general guidelines for developing for mobile devices with Unity, please, fell free to share that as well. Any help is appreciated, I’m quite a newbie in this area.
Thank you very much in advance.

Are you going to target certain Android device?

If you targeting multiple devices via Google Play or other app store, I would recommend that you choose few devices and make sure that the game works with those. It is quite hard to give any limitations since there are huge performance differences between devices. I can still give some pointers:

  1. don’t go beyond 2048x2048 textures
  2. avoid overdraw
  3. use texture atlases if possible

For general Android Unity info, http://docs.unity3d.com/Documentation/Manual/android-GettingStarted.html

Hi there, thanks for your answer. We don’t really know yet what specific device we’re going to develop for. It’s more of a general question in terms of developing for mobile platforms. I know that that makes it somewhat difficult to answer.