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Question by AndDragon · Feb 01, 2016 at 02:01 PM · android2drenderingspriteslag

Sprite not rendering well on android

Hi guys,

I'm creating a simple 2d game for android, with normal sprites and animations. The problem is that when I open the game on my smartphone (Samsung galaxy trend plus), The sprites are rendered this way:

alt text

Of course, this is not what it should happen. Moreover, within the Unity editor everything works flawlessly. My settings for the export are:

  • Texture compressions: ETC2 (GLES 3.0) - Tested also with "Don't override"

  • Player settings
    • Default orientation: landscape

    • Use 32 bit display buffer: unchecked - tried also with this option checked

    • Rendering path: forward - tried also with Legacy Deferred

    • Static batching/Dynamic batching: both checked

  • Camera settings
    • Clear flags: Solid color - tried also skybox

I don't have any other scene, and this one has only one camera (I saw some topics where people were having problems because they had two or more cameras). The sprites are all .png images with transparence, except for the background, that has no transparence, but is lagging. There are three sprites wich are animated using the spritesheet, but they're terribly lagging, and almost can't be seen in this screenshoot. I really can't understand why, I'll continue to try, waiting for your answers. Thanks in advance!

bug.jpg (95.6 kB)
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avatar image AndDragon · Feb 04, 2016 at 10:52 AM 0
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Really no one knows how to solve it? I've tried also using quads ins$$anonymous$$d of sprites but no luck.

avatar image AndDragon · Feb 08, 2016 at 09:07 AM 0
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When it is in portrait it works!!! But it's not made to be in portrait -.- (p.s. nobody saw this post?)

avatar image Wrymnn · Feb 08, 2016 at 09:17 AM 1
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Have you tried changing the sprite compression? Also, try to disable $$anonymous$$ipmaps on the sprite to see if it helps. This is very strange issue indeed, last time I saw something like this was with bitmap Fonts.

avatar image AndDragon Wrymnn · Feb 09, 2016 at 10:30 AM 0
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Thanks!!! It worked flawlessly withouth the mipmaps enabled. I still can't understand why, though... I thought that I already tried that, but of course not. Really, really thank you!

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