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Getting a weird gradient glitchy look on iOS....
Everything looks fine in the editor, but when I build my project to iOS, the mapping on all objects look horrible! It kind of looks like the reflections are in 256 colour mode. I've turned basically everythign off now. No lights, no cubemap, no normal map, default skybox. UI looks fine. I've turned GI to baked, relection resolution up and down. Compressed/uncompressed reflections, as well as the materials. I've turned everything up, and down in the quality settings.
I've tried everything I can think of, but the surfaces still look like crap, to put it bluntly. I can't take a screenshot, but imagine how bad gradients used to look in 256 colour games, and add a bunch of grainy noise, and you've got it.
I'm at a loss, any ideas?
Update: I created a cube in Unity, and drag and used an image file to texture it - Letting Unity create the material, while my other models are using materials from 3DS $$anonymous$$ax. It's hard to tell for sure, but this material seems to work better - I'm not sure. It's hard to tell. I'll try to find a better material.
So maybe it's a problem with the import process? There aren't any settings to be had in importing a material without a texture though, and the materials that do have a texture, are set to 2048 size, Truecolor.
I'm not sure about iOS, but I know for Android that if you use texture compression, you'll get color banding as you mention. Setting the texture to truecolor should fix that, the downside is the filesize is much larger. I haven't experimented much with reflections, so I'm unable to comment on that. Increase depth buffer?
Update: It seems it's not caused by 3DS max materials after all, but rather setting tilling high (In my case: 15 x and y) And when the object doesn't have quite as much reflection, it looks more like what is shown in this thread: http://forum.unity3d.com/threads/weird-artifact-on-overlapping-tiled-uv.204083/
Compression is disabled in world reflections, as well as all textures (Also everything set to true colours), but this also happens on materials with no textures!
Update: Another test with tiling set to 1. It's definitely less noticable, but the problem still persists. Using the standard skybox, and the standard material; when looking at the reflection, grainy noise appears around the horizon line. I'll try turning down metallic, as it is currently set to 1.
Update: Turning down metallic didn't (as expected) help much, but turning up smoothness did. Why would making it less blurry help?! So that makes it look better, but that's like putting a bandage on a flesh wound. Not a solution :/
Answer by cadpeople · Oct 09, 2015 at 03:08 PM
Welp, I've got a guy helping me Monday. Hopefully he'll know what to do.
Nothing. He couldn't figure it out either. Completely clean project, nothing but a single standard cube, with a single standard material, and it looks like crap on iOS. Same on his iPad, unless Smoothness is turned to 1.
I don't get it. How has no one else had this issue?! $$anonymous$$y only choice left is to go back to legacy materials...
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