Hi , I’m working on a game for Ipad my main problem is that I’m using a normal Plane with 4 verticies and I’ve connected it to a diffuse material with a ground texture on it the the size of 2048*2048 now everything looks cool on the viewport in unity but when I export it I dont get the 2048 result on the Ipad screen ! now this is becoming annoying and I’ve tried so many materials and when I build the game on Unity OpenGL ES 2.0 I get a very Low FPS .
Iam using Unity 3.3 but now I’ve Upgraded it to to 3.4 Pro !
Please help
Don’t draw 2048x2048 fullscreen, especially not when transparent, thats EXTREMELY fillrate heavy and fillrate is really the only thing you need to conserve as much as possible on iPhone4, iPod Touch 4, iPad1 if you want to have it run at fluent framerates
Thnx for your response Dreamora , the thing is I dont have any transparent object with that texture size and I dont have any problems with the FPS with this but I get it too pixilated on the Ipad which is not the result iam looking for , I’ve solved with it with putting Decals over it to make it look cooler but I wonder if there is any other solution to keep that resolution on the Ipad !
Ah then I missunderstood part of the meaning.
The pixelated sounds strange. Are you sure you didn’t make it compressed in the texture import settings ie that its now true color or 16bit?
its compressed wot should i do with it exactly ? to get the result i want ?! any suggestions ?! excuse my newbiness
Do not compress it, just switch it to 16bit and test again.
The PVRTC compression can be very destructive for images, especially when you want them to show up “pixelperfect” or on something that is flat in front of the camera like an UI object, background and alike.
Will try it ! thank you dude !! I will tell you if it worked fine with me
It sounded to me like the OP was getting a lower resolution result (though without images it’s a bit hard to be certain) and, unless the textures are something truly horrible (eg. single pixel wide RGB stripes which will kill all of the common texture compression schemes (PVRTC-I, ETC, S3TC)) the perceived resolution of the compressed texture (at least with 4bpp) shouldn’t change significantly.