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Question by hexdump · Oct 31, 2012 at 01:20 PM · androidiosresolutionassetsaspect ratio

Target android/ios with same assets?

Hi!,

Game assets for my game (textures because it is 2D) are created at 960x640 resolution because I was targeting ios at first glance. Now I want to export to android and I'm a bit lost on what to do or best practices. I have been reading a lot around but still not clear. Could anyone be so kind to answer this questions?

1) Would I be able to use my current textures for android?

2) Should I create a diferent set of textures for android and all resolution, aspect ratios, etc...? (What a nightmare!)

3) My texture size at this moment is 1024x104, should I use another one for android or keep it?

I would really like to know if it is ok to do not keep aspect ratio through devices (to make things easier) or it will be really ugly.

Thanks in advance.

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Answer by Paulius-Liekis · Oct 31, 2012 at 02:51 PM

It very much depends on what kind of devices you're targeting. In general you can keep same assets, but if you think that most of your users will have underpowered devices compared to your iOS users, then yes, one of the options is to reduce texture size. No you don't have to have two assets for both plaforms. You can limit texture size per asset (on texture import settings in the bottom there per platform quality and size settings). You can also have different quality settings per platform and you can reduce size for all textures there.

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avatar image hexdump · Oct 31, 2012 at 04:00 PM 0
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Thanks for the insights.

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Answer by Michael CMS · Nov 01, 2012 at 09:46 PM

Actually, you need to keep into account the GPUs.

iOS uses PVRTC texture compression, while Android has a more heterogeneous texture compression range. You can basically use the same assets (since unity handles the compression) but you need to make sure you create a different bundle for Android.

If you want to make sure everything works on any device, use ETC compression (but be aware, ETC doesn't support alpha, so you will have to use Alpha Masks).

Regarding texture size : Avoid using NPOT Textures (unity makes them POT anyways , but you better make them on your own to avoid the automatization).

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avatar image hexdump · Nov 02, 2012 at 08:16 AM 0
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Thanks for the detailed information. When you refer to alpha masks you mean having a black and white image with solely purpose is define the alpha of another, am I right?. Are there too many devices that only support ETC?.

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