Hi, I’m having an issue with a spritesheet.
This is part of my texture(the screenshot has zoom), the file is a png file with dimension 1024x1024
I tried to change all parameters but nothing happened.
But, when I copy the file into unity I see the texture like this
Well, there is compression on it, so zoomed in you might see more pixels. Try removing the compression and see if that helps. What platform is this on? I’m thinking iOS? (just a guess by the PVRTC compression 4 bit) From my experience the compression on iOS isn’t that great. Android options tend to be a little better.
Thanks for your answer.
I know the compression in neccessary. But, I don’t know how to change it. Can you help me with that? Do I have to re import the assets?
The screenshot were taken from the Unity Simulator on a Mac. But, the app will runs on a iOS device.
In your screenshot you can see compression. First, try changing that to none and see if the image looks better. If it does, it’s the compression issue. You can also overwrite compression for each platform with the smaller tabs (default is overall)
fulvioKidloom: Is it possible you could post the source PNG file with alpha as the source image above has alpha==255?
The problem might due to what’s hidden in the fully transparent areas, ie. the colour data can sometimes be unrelated to the rest of the visible neighbourhood and, as the compressor doesn’t know how you are going to use the texture, has to take a “best fit” approach to all the channel data. Because there’s a limited bit-budget, something has to give.
Update:
I’ve tried to create something I think would be like your source image. Wasn’t sure how large it was so guessed it might have been 64x64.
In this, the transparent colours have been set to be similar to the opaque/semi-opaque areas, i.e… if you display the image with alpha blending turned off, you’d see:
Putting this through (my) PVRTC compressor I get the following which IMO, though not perfect (well it’s 4bpp after all), isn’t too bad:
(I’ve attached the .pvr file if that’s of any use)
Hi @Simon-F , thanks for your answer and your time to test the example.
That asset is part of a spritesheet. And this spritesheet is used for UI element. So, if the issue is the compression. Do you recommend to not use texture compression? I mean, only in spritesheet used for UI. I know the compression is important, but in this case I need best quality in the asset.
The truecolor setting is the best setting you can get, but it also creates the largest file size. (and if all your art is truecolor your build size could increase greatly, as well as load times, etc). You have to decide on the trade off. But the point is to try it out and see what you find acceptable. Try truecolor and see how it looks. Try different compressions and see how they look and decide what works for you.
Also a good idea to always build out to a device(note that android offers a larger selection of compression choices than iOS) and see how that looks as the editor isn’t always the best example.
Only you can determine what works for you and your game. Also, it sounds like you haven’t tried messing with the compression to verify if that is the problem or not yet. So try it out! It’s not going to hurt anything.
Thanks for you reply,
I’ve tried with differents compressions format for ios and texture properties. It worked well and I was able to reduce the texture size too.