I was thinking about using vector images for texturing in my android project because I want the graphics to look sharp and crisp on all devices. My main issue with it is that I dont want to use additional addons (eg svgimporter) so that my project size doesnt increase. Can vectors be rasterized to a similar high quality without a big performance hit? How should I go about this.
Here is a post discussing mipmaps that may be useful to your situation. http://forum.unity3d.com/threads/is...on-mip-maps-for-a-sprite.219054/#post-1494539
I think your rationale for not using svgimporter doesn't make sense. If you rasterize your SVG graphics, the resulting app will grow MUCH bigger than it would from just adding a package like svgimporter. Code is tiny; pixels (and audio) are huge.
I found this post and thought I would continue it, rather than post a new one.... I was wondering if vector images should be used for all game art etc, if I would like to make a game for mobile/PC/tablet etc, rather than just a single size format? Could I get decent graphical outcomes only using vector imaging etc, like a portal 2 quality etc? or is it just not possible without full rendering of shaded images etc? Thanks for reading.
Portal 2 is a 3D game. I don't see what raster vs. vector graphics has to do with that at all. If you were talking about a 2D game, your question would make sense.
Doesn't the image zoom of a large screen from a small screen have to have vector images? to not blur. Doesn't this apply to textures on 3d objects? so nothing blurs and I don't have to make basically 3 games for 3 platforms etc? Have no idea, was asking if this was useful for this sort of thing before I create lots of images etc...?
No. Textures are always rasterized (unless you're making a fancy procedural texture via a custom shader). And 3D geometry is inherently vector. And as for texture resolution, you don't make 3 games for 3 platforms; you just adjust the texture import settings (using the per-platform overrides as needed).