I create a new project with unity 2.6.1, assgin the glow effect to camera by going to Component->Image Effects->Glow.
And then I open this project by unity iphone 1.7, I got this error Assets/Pro Standard Assets/Image Based/GlowEffect.cs(168,26): error CS0117: `UnityEngine.Graphics' does not contain a definition for `BlitMultiTap'
What does it mean ? Can’t we use pro standard assets in unity iphone ?
Any suggesstion or help will be appricated. Thanks.
None the less glow will work on iOS
The only type of postfx that don’t work are those that try to use a render texture thats running in depth texture mode like DoF and alike.
Yes it can…iPhone hardware has advanced, and we’re not in the days of OpenGL ES 1.1 anymore. (Note that Unity iPhone 1.7 has no support for OpenGL ES 2.0.)
I tried adding a grayscale image effect to my ipad game and it squished the image to a square. I assume this is due to render textures having to be square on the ipad. Any way to make it not do that?
If all fullscreen image effects work like this then why does it say they work on iOS pro license? To me that’s kind of unusable.
I figured that much. I guess you have to design your game around this limitation, like putting a menu on the side to fill up the remaining space left by the square texture on the rectangular screen. Too bad my game doesn’t work like this so image effects are out.
No they don’t have to. Not even compressed textures have to they only need pow2 sidelengths, uncompressed do not even need that since 3GS+ anymore.
Not even the OES RenderBuffer Objects (-> RenderTexture) need to be square or alike.
After all you see your screen and it does not skew etc.
Perhaps you got tricked by the RenderTexture asset limitation which enforces power of 2 on all rendertextures created in the editor and present there, but there is no such limitation if you create the render texture from code as you normally do for PostFX / Image Effects and I do not think there is one on Unity iOS either
The only limitation on RenderTextures on iOS I’m currently aware of is that Unity iOS pretends to be incapable to create render textures with depth, which makes no sense cause the AppController does the same for the regular render context, so its either an artificial limitation or part of higher performance optimizations on the rendering pipeline (similar to how the backbuffer was reduced to 16bit from 32bit to gain more performance without an impact on 90%+ of the users)