![]() With alpha channel supoprt but only for OpenGL 3.0. However I don't know if I need a custom shader to utilize that split alpha channel or something. ![]() This option appears only if you select ETC or Crunched ETC. Unity has some tricks though that is a split alpha, so it save alpha of that image as a separated texture. No alpha channel support, but OpenGL 2.0 compatible. But you are paying the size equal to the pristine RGBA32.ĮTC and ETC2 is a standard for mobile with wide compatibility, both iOS and Android. The quality of image still remains of that of the compressed format.(Or the app shutdown easily when your player goes to other apps and come back.) 2048x2048 takes about 10MB and if your entire game get this treatment you are risking out of memory. Size expanded to be like RGBA32, it is massive.If your player used mismatched phone, it will be : ![]() What happen if the device doesn't support the format? The meaning of "supported" about these format are that it could be used in memory while compressed, so RAM space taken like you see in Unity editor. But this further changes if you have a different sub target set before build.Ī bit below in that same page shows what it means for your player. Android may ended up as ETC or ETC2 for alpha texture.And so in short do not rely on Default with iOS. This doesn't affect iOS as Crunch works on DXT and additionally ETC with Unity's forked version of the open source repo. Note that there is a Crunch Compression checkbox which shows crunch quality afterwards. iOS always ended up with PVRTC no matter what.If there is no override on the other tab, it will be auto-configured as something. But unfortunately this silver bullet is not effective for textures as you will see soon. This is an effort of Unity to unify settings as per the program name. In my opinion we just crossed a meaningful (invisible) breakpoint, that I want to present here what it means for your texture choice. How to fix this then? It's time! And that's why there is a "2019" in the title. You want to snap finger and make everyone with incompatible devices disappear but reality is not so easy. You want everyone to be able to play your game, but mobile platform depends on user's device. What's the current situation regarding to this? Which one to choose? How to not ended up upsetting the players somehow? What's the problem
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