Using Gui Texture as actual Texture for 3dObject.

Hello,

A simple doubt. I have a 3d planar in my game, that planar have a texture imported as type: texture PNG file using diffuse/transparency.

Using the Desktop build the texture looks exactly how it should look, but using IOS build the PNG texture looks blurry and with bad alpha/dirty.
So… i changed the Texture type to GUI and now its look awesome on my 3d object, just like the desktop build.

It’s ok to do that? I currently have more 3dobject in my game using alpha channels and im thinking in changing all my texture type: texture to texture: gui. They look a lot better.

By default Unity imports a lower resolution version of images for mobile platforms. You can tweak this in the import settings of the texture itself. There are some tabs on the properties for Default/iOS/Android/Mac/Etc.

You can increase the texture quality there for mobile but keep in mind that mobile devices have much less ram. It’s not something you should do for all textures, just the most important ones you think will be looked at all the time.

Wow, that was fast, Ty.

So, GUI texture its some kind without any compression?

I found the tab, Override for Iphone, 16bit, max size 512 did the trick just like the Gui.

Use GUITexture only for GUI related things (Buttons and the like) that you plan to use with the Unity GUI API.

For regular textures just use the default Texture. There is however a size and compression setting (16bits, 32bits, compressed) when working with the default Texture type. You can tweak these values until you are satisfied with the quality.

Actually it doesn’t…it uses compression by default, but that’s true of all platforms. You can set an override for mobile to lower the resolution for each texture, but that’s not the default.

The original format of the texture is not relevant (Unity does not actually use PNG for anything); the only thing that matters is the texture settings in Unity.

You should not use GUI for 3D textures, since, among other things, mipmaps are turned off. What you should do keep the type as Texture, and use a different compression setting that looks better. Or you may actually want to increase the resolution rather than using uncompressed textures, since for example 1024x1024 PVRTC2 is more efficient than 512x512 16-bit, and the higher resolution may be sufficient for the texture to look good enough.

–Eric

Ty all.

Im using 256, 16 bit override and looks ok.

wow, it just worked… reallllyy well.

Even the lightmap did a excelent work with the alphas.

My gameplay is done, just need to add menu and Gui controls.
Already bought the ios unity, 15k tri and 30 callbacks… im afraid of testing it on my ipad2.