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Sprite sheets smearing/aliasing on iOS...

Discussion in '2D' started by drylightn, May 21, 2015.

  1. drylightn

    drylightn

    Joined:
    Oct 21, 2014
    Posts:
    8
    Hi everyone! We have an iPad interactive app that we are working on unsing Unity 5.0. The app is pretty simple, it consists of 1 or 2 quads with sprite sheet materials on them placed over a BG image (also on a quad). Whenever the user clicks a hotbox, the sprite sheets animate (they are really short, 24 frames max). This plays fine and wonderful on the PC inside the unity editor, but when we publish it to the iPad, the animation almost looks like its "smearing" or "swimming" while it plays, as if incurring compression/and or anti-aliasing somehow. We have mip maps and the texture itself set to true color to avoid compression. We are scratching our heads trying to figure out why the sprites sheets look so funky when they play back on iOS. Any ideas on why it would be doing this? Is there a special trick to tell the iOS build to keep everything uncompressed? (if that's even what's causing the issue). Oh and the size of the sprite sheet textures range from 2k to 4k in size (since were working at retnia display resolutions)
    thanks
    Chad
     
  2. ColossalPaul

    ColossalPaul

    Unity Technologies

    Joined:
    May 1, 2013
    Posts:
    174
    By default, on iOS, pvrtc is used as texture format which is lossy. Combine that with mipmaps and you have a lot of issues with accuracies. Play around with those settings to find one that works (turn off mipmaps, use true color).
     
    theANMATOR2b likes this.