Some material questions about ios

hi, i am currently doing contract work for an ios game. i have never used unity or developed for ios so im wondering how much i have to nerf my texturing habits

list ‘o’ questions
1:can you have overlapping UVs for iphone/pad?
2:can you leave 1,1 space in your UV
3:can you have a second UV channel
4:if yes can you use an AO Map

i am making a bunch of things, and i want those things to use one diffuse map, then each thing gets its own AO map to give it a nice soft lit feel

thank you

I wouldn’t leave 1,1 space. AO map is a matter for the shader. Yes to everything else. Also a matter of having the right shader. You need a shader programmer to work with you.

What does this mean?

so in most 3d packages when you are unwrapping your object there is a grid, and you keep your unwrap within the bold outline square area. when unreal first launched it had a lot of issues if you moved your UV out of that square. but the way i (and quite a lot of modelers) texture is based off of moving your UVs out of that square to take full advantage of the tiling of the maps

im not sure if that made sense or not but i hope it helped

I get it now. I misinterpreted what form of the verb “leave” you meant. I think you’re using 1, while I thought you meant 5. Yeah, that’s fine. Even if you need use low precision (and I don’t think you ever get a performance benefit from it), you can go from -2 to 2. Hippo?