Right now I'm developing application for iOs by Unity3D, and I have no idea what's happening with all my graphic. All textures are absolutely distorted and I've been struggling with this for a long time with no success.
I believe Unity compresses textures before convert the project to iOS, but I really can't find out how to change this setting or even knock it off. I appreciate any help from you guys. Here's the screenshot of my Texture Settings. I've setup it according to Ray Wenderlich lesson.
P.S.: I've tried to use "Point" for Filter Mode, but it had made the texture even worse.
I would suggest disabling mitmaps to see if this solves your problem, and making sure you have the best quality settings in Edit>Player Settings>Quality
As an aside, how large is your button image? You're overriding the max size to be 2048 for what seems to be a button. That sounds a little excessive.
By "distorted" you mean "blurred"? Try to uncheck "Generate Mip Maps".
Related
I recently create a small puzzle game in Unity, just a simple one, not fancy effect or anything. It really smooth when I test run on Unity.
FPS normally cap at 200 and on the largest resolution its around 80 - 120 FPS - super smooth. After that, I build an iOS version and test on ios device, it's quite laggy. I tested on iPhone 6+, iPhone X, iPad 9.5 inches, and the outcome still the same, its a little bit lag. Maybe be I need to adjust some graphics settings on Unity ? Please I need some advice from you guys. Thanks for reading.
You can try a few things.
At the very beginning of your app, keep a target frame rate to 30.
Application.targetFrameRate = 30;
Downgrade quality settings to medium. Within that, also disable or dull down things related to lighting in case yours is a simple 2D game.
Optimize art. Pack art in packing tags, and on iOS, keep their compression at PVRTC. Only the ones looking really bad after compression should be RGB24 or RGBA32. Disable options like Generate Physics shape(if you're not using that), and Generate mipmaps.
Have a look at your UI. Anything in UI that is not interactive(like simple images, or texts, which are not buttons or input texts, etc) should have Raycasting off. The Rich Text option in texts too should be off if that is not affecting your app specifically.
Using Unity2D 2017.1.1f1, Tiled and Tiled2Unity, I exported a tiled map in Unity and there are no problems in the editor. I also tried it played maximised and there are no gaps present.
The problem shows up when the game is ran in iOS specifically iPhone 6s. There are noticeable gaps showing up.
Also, I also got the settings like this:
Any suggestions? Thanks..
(I'm the Tiled2Unity author)
Those gaps you are seeing are seams and they're common in Unity development when using tile or sprite sheets that "touch" each other. There are a number of ways that you can fix them described here.
However, these seams are fixed automatically with SuperTiled2Unity which is still free (or name your price) and is currently under soft release. Just be aware that all your Tiled files (TMX, TSX, textures) will need to be in Unity now (that's a good thing).
Dragging in all your files (with relative paths intact) to Unity should take care of the importing process for you.
I'm getting some weird effect on my terrain on iOS devices. In editor, it looks fine; on device it shows the light like the image below. The textures on the terrain are using the built in standard. I have verified that the metallic property is set to 0. I have Tried changing the material, the probes, all are not fixing the issue. Looking to see if anyone has experienced a similar issue or have a lead; I can work on a test. Using unity 5.3.5p5
I couldnt open this image but to my understanding you have a problem with terrain material.There is a several ways to solve this problem
1-) Be sure click the "Static" box on inspector window.
2-) Increase "Pixel light count" from Edit > Project Settings > Quality in normal time that variable is be arranged to 4 but I prefer 8 or 10 test it.
3-)Be sure about lights.Look their lighting Mode Realtime,Mixed and Baked They should be same for great scenes
After this tips if you scene is still broken delete terrain material and create a new terrain material.Good luck
If it's fine in editor then it might be an issue with your builds. Might try checking your quality settings to see if there are some lighting or shadow settings turned down. Go to Edit->Project settings->Quality and make sure the settings you have under the quality level and quality settings look appropriate for you build target (ios).
I need a help or an advice with SprikeKit. My app/game passed Apple review, but later I got some complaints regarding graphics (big red X). I am using spriteNodeWithImageNamed for loading pictures. Is it any way to find out if the picture was loaded? I'm sure that the picture does exist. Probably, the problem is related to a memory or something else. If I put the wrong picture name in Xcode I see error output and red x but how can I catch the error - #try/#catch does not help in this case. Any inputs, hints are very appreciated.
xcode 5, iPad air
Are you trying to load any very large textures? The max texture size for different models of iDevices vary - perhaps that's what you're running into. If you try to load a texture that's too large for a particular device, it might fall back to that X graphic.
As far as detecting whether the texture didn't load, I don't know a way to do that, but you might be able to ensure that it loads by using SKTexture's preloadWithCompletionHandler: method to make sure it's loaded.
Also, Apple recommends not loading textures on the fly, especially if you're loading many of them in a short time span, and carefully managing texture memory by discarding SKTextures that you no longer need. Do some preloading, and check that you're not keeping textures around that you don't need, and see if the X icons go away.
I am working on a Cocos2d project for iPad and iPhone, and now I need to develop something that looks too small for iPhone.
My first approach was to redesign it to make it possible to look bigger, but then I though that a region zoom effect would be great. The bad point is that I don't know how to do it... I really don't know what would be the correct/best approach to do it.
I have already checked out the Cocos2D CCLens3D build in effect, but it doesn't give me the results I want.
I would love to get the same result than when you long-press a textview/textfield on the UIKit:
Thanks in advance for your help!
If your still looking for a solution:
http://rombosblog.wordpress.com/2012/06/03/magnifierglassforcocos2d/
Uses CoreGraphics to render. Although this implementation works (requires some tweaking), I found that it lacked that Gaussian distribution effect I was looking for and was quite expensive if you updated the magnifying effect in a small interval.