Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
1
Question by Kcrik59 · Mar 14, 2015 at 01:47 AM · androidspritetransparencyissuemobile devices

Mobile transparency issue

Hello,

I am developing a small 2d game. When I build the game with iOS or Android, I get this weird transparency issue, it's really bad on Android. I have tried to set different renderer on Android...openGL 3.0 completely hide the transparency...

I have attached 2 screenshots, one to show how it should look like ( it does look like that on MAC ), and what I get on mobiles. It looks like it can't handle such transparency on scaled up sprites, and have a saw edge style for whatever reason.

Thanks for any help you can provide me with. alt text

transparent-issue.png (48.6 kB)
transparent-normal.png (46.3 kB)
Comment
Add comment · Show 2
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image pako · Mar 14, 2015 at 08:21 AM 0
Share

Try setting the import settings of the texture to true color.

avatar image Kcrik59 · Mar 14, 2015 at 10:12 AM 0
Share

Hey thanks for the quick responses. I set the textures to True Colors and it works :-). Only thing is, it is the most expensive...any way to make it work another way ?

1 Reply

· Add your reply
  • Sort: 
avatar image
2
Best Answer

Answer by pako · Mar 14, 2015 at 10:38 AM

It seems the problem is because of the compression settings. Some compression settings don't even support an alpha channel. In the texture import settings select "Advanced" for Texture Type, in order to have more control over the compression settings. Then click on the "Format" drop down and select one of the compression types that support alpha channel (RGBA).

Here's a reference to help you with compression types advantages/disadvantages:

https://software.intel.com/en-us/articles/android-texture-compression-a-comparison-study-with-code-sample

Comment
Add comment · Show 6 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image pako · Mar 14, 2015 at 10:41 AM 0
Share

PS You will also need to click "Override for Android" after selecting "Advanced".

avatar image Kcrik59 · Mar 14, 2015 at 04:48 PM 0
Share

Cheers guys, setting to True Colors did the trick ( with making sure only Android and iOS are overriden...however they're the targets ). Do you know if that issue will arise on the Wii U....if so I can just set True Colors for every target ins$$anonymous$$d of just overriding for Android and iOS ?

avatar image pako · Mar 14, 2015 at 07:53 PM 0
Share

Click on "Default" in the Import Settings of the texture to apply to all, then override what is not default (if any).

Have you tried any compression settings as I suggested in my answer, ins$$anonymous$$d of True Color? For iOS and Android you should use compression (but with alpha channel since you need it).

I don't know about the Wii as such, but you have control of which compression setting to use for each target device. So you need to do some research on that.

avatar image Kcrik59 · Mar 14, 2015 at 08:34 PM 0
Share

Yeah I tried, after my last comment. Size differences are quite important. i.e : RGBA 32 bits, 1024*1024 texture is 5.1$$anonymous$$B , RGBA DTX5 is 1.3mb, thanks for the tip, I'll need to play nicely with this setting.

avatar image pako · Mar 14, 2015 at 09:06 PM 0
Share

Nice to hear it's working for you now.

Please note that it's considered good practice in this forum to accept an answer that has helped you (click the check-mark icon below the down-vote icon). It's also good practice to up-vote the answers and comments that you have found are especially useful.

Show more comments

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

5 People are following this question.

avatar image avatar image avatar image avatar image avatar image

Related Questions

Non transparent areas of sprites becomes transparent on android 1 Answer

Player duplication when testing on android mobile Matchmaker system 1 Answer

Sprites are being cut in half. HELP! 4 Answers

Create a shader using mask for sprite 1 Answer

Unity 2018 UGUI Android Sprite Textures Not Rendering Correctly 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges