Hi I am new to unity and at the moment just playing about with the software to get hands on and just trying a few things out.
I was planning to make a giant level in photoshop but the size would be 30,000x10,000 and I doubt unity would support it, if it did it would compress the hell out of it.
How is the best way to made my 2d game?
Do I need to load all the assets and build it inside unity with huge MB sprites or can I just make my level in photoshop as a giant image?
my question is what is a total acceptable MB limit or level1?
I downloaded a nice asset pack from the unity store but even a single tree is 3.4 MB sure I can compress it but it losses quality.
what am I doing wrong… I want the quality but 3.4MB for a tree?
So I load the tree into photoshop and platform and grass build a basic image, save it and load it in unity 7.9mb
I take the asset from the pack inside unity, then platform then grass, make them the same size I am 0.9 mb higher in photoshop.
The unity assets right from the menu is total 7.0mb for a tree(3.4), platform block(3.0) and a bit of grass(0.6)
Hi thanks for post.
So yer, I divided my huge game map into 512x512 blocks and imported them into unity, all fine.
Now, what is the best way to import these as the way I have done this is import through asset but am I expected to re-build the map with hundreds of 512x512 blocks inside unity 1 by 1? Is there a way to auto import these a better way?
If you are modifying specific texture, save over its file to update it. If you have to do some repetitive manual operation after you have imported your texture into Unity, look into Editor scripting, more specifically AssetPostprocessor.
But somehow it sounds like you should first figure out “standard” ways of building levels. Your approach sounds like very non standard way of doing things. And you didn’t mention tile maps. Also, another common thing is to have elements, which you reuse, if you are not creating levels that look like they were made out of tiles. Or do a combination of these.
well the idea is that you place it on the resources folder, and then user resources.load to get the blocks you are walking on based on your world position. You can use the name of the file to organize the position.
for your map 30000x10000 its 59x20 blocks of 512x512, so you can name the images “mapX0Y0”, until “mapX58Y19”
Hi thanks for the replies, I am trying to work as I go I didnt want to get a standard, similar thinking as most games I see are way to common and all follow the same approach.
It will not be a repeat and drop process as each scene will be different.
Right now I have a map size of say 19200x6840 and I have designed my map and split it into 15 (3,840 pixels wide and 2,160 pixels high) to get my 4k.
I designed my levels with 4k images and scaled down in photoshop to allow me to build them with no loss yo my images.
I then export each image and scale down again in unity .57 and very happy with the results and size of my files.
I think I am 2.1mb on a singe 3,840 pixels wide and 2,160 pixels high image but I bet I can get that to 0.6 if I work with the file sizes. no question keeping the file sizes huge in unity was a bad idea for me, and re-sizing in photoshop to match the camera needed to be perfect.
does this sound okay, for the size of the files, thanks again