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Question by dakshesh1010 · Apr 18, 2017 at 12:49 PM · spritesizeimportingimporting problemsbest practices

What sorcery is this?

So I have two images (which after import in unity) are of resolution as shown in the images. I'm not able to figure out why just one pixel makes such a difference in size of sprites after import. alt text

alt text

So just 1 pixel less in height makes such a huge difference. Is there anyone here who can throw some light on the import pipeline of sprites in Unity and how is this possible? Or what is causing this? What are the best practices? I have so many questions actually!

P.S. Import settings are same for both sprites.

2.png (162.1 kB)
1.png (169.7 kB)
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Answer by tanoshimi · Apr 18, 2017 at 01:01 PM

You've failed to notice the critical difference, which is that one image is ETC2 8bit compressed while the other is uncompressed RGBA. I would guess that the extra pixel you've added contains alpha not supported by that compression format.

As a sidenote, you should always try to give your atlases POT dimensions to enable the most effective compression algorithms.

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avatar image Kossuranta · Apr 18, 2017 at 01:14 PM 0
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Adding to this as clarification:

POT = Power of two

This means that your images should be sized something like 4, 8, 16, 32, 64, 128, 256, 512, 1024, etc. The image you have seems to have good width (2048), but you should change the height to be 1024 so it can be properly compressed. Generally this is done by having transparent empty space or using on big atlas that has multiple sprites.

avatar image dakshesh1010 · Apr 18, 2017 at 02:55 PM 0
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Yeah I figured that out after posting the question. Silly me! I felt so embarrassed I tried to delete the question, but it didn't get deleted after all. Thanks though! I really appreciate it. Cheers! :D

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