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Question by chearner · Jun 27, 2012 at 02:03 AM · texturepng

Best practices...to use .PSD or .PNG files for my texture assets?

Anyone have thoughts on using .PSD or .PNG for my graphic assets. I prefer to use .PSD files so I can have my layers, etc. when I need to go back and edit or update the graphics. Is there any disadvantage for using only .PSD files, as opposed to saving what I need as a .PNG or other flat file for import? I'm not sure if this causes any slow down or larger file sizes when I ultimately create my game.

Previously I was saving my PSD files in a folder outside my project, then saving out a PNG when needed for the game texture folder. I thought it would be easier to skip that step.

I curious as to the preference of others when saving out graphic assets. Thanks for any input.

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Answer by Berenger · Jun 27, 2012 at 02:12 AM

Go for PSD. Unity compresses it before using it anyway, and you get to keep the layers.

http://answers.unity3d.com/questions/25948/difference-between-using-psd-and-png-files.html

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avatar image Ziplock9000 · Apr 14, 2016 at 09:18 PM 0
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$$anonymous$$eep the layers? Do you mean in Unity too? Is there a way to get it to select a certain layer? Better still select a layer for Albedo, anther for bump maps, another for specular etc?

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Answer by jpelletier · Apr 12, 2016 at 03:55 PM

The only reason I can think of why you may not want PSDs in your project is that they will inflate the size of your repository causing increased checkout times.

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Answer by Eric5h5 · Jun 27, 2012 at 02:19 AM

The source format is irrelevant since it's not used after importing; the only thing that matters is what the texture settings are in Unity.

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avatar image Bunny83 · Jun 27, 2012 at 02:34 AM 0
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Exactly, that's even the same for any asset type. $$anonymous$$odels, Textures, AudioClips, ... everything is stored in a custom asset-database-format when you build your game. The Unity engine doesn't have a psd or fbx importer. Only the editor has one. That's the reason why you can't load an FBX or psd file at runtime.

The Assets folder contains your source files. The Library folder contains the converted assets including their importsettings. What format and size the converted asset has depends on the importsettings and the target platform.

avatar image Berenger · Jun 27, 2012 at 02:46 AM 1
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And that's why the key element when you have to choose the format is how easy you can work with it.

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