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Question by Van Zeng · Mar 25, 2013 at 07:25 PM · texture2dprime31uitoolkittexture-atlas

image stretched when packing textures in large size

I was using UIToolkit from Prime31 and Texture Packer to pack a group of my textures. The image is 1024x2048 after packing, and it doesn't display correctly in Unity3D. Actually it's kinda like being stretched or something.

  1. It's not the issue of the UIToolkit, for there's no errors nor exceptions. And I didn't change the script a thing.

  2. It might not be the issue of TexturePacker, for I've checked the published image in Mac Finder, and it's okay.

  3. Things are not right when I'm checking the preview in Unity3D. The preview in Unity3D is Stretched. And the GUI in gameplay is stretched,too, as I described in the beginning. But I've set the image type as GUI. And I've tried to set the image's size from 1024 to 4096. They all act not-normal.

My questions are, Have you tried to pack images in large size like me? You have the same issue? Unity3D cannot handle this size of texture? Kinda unbelievable. I'm using Unity3D 3.5.

Thank you guys!

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avatar image Graham-Dunnett ♦♦ · Mar 25, 2013 at 08:15 PM 0
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Obviously Unity can handle textures of that size. Texture packing requires the UV coordinates on the objects to be changed. I suspect something has gone wrong there.

avatar image Loius · Mar 25, 2013 at 08:25 PM 0
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Screenshot(s) would help a lot in figuring out what's up.

avatar image Van Zeng · Apr 02, 2013 at 03:08 AM 0
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alt text alt text

screen shot 2013-04-02 at 11.05.51 am.png (95.8 kB)
screen shot 2013-04-02 at 11.04.59 am.png (130.3 kB)
avatar image Van Zeng · Apr 02, 2013 at 03:10 AM 0
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As you can see above, my image is actually in the dimension of 1024*2048. But when exported, it's stretched into a square. If I simply pack 2 images together, that's no problem.

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Answer by Van Zeng · Apr 02, 2013 at 03:12 AM

It seems that I set the format as 16bit or true color, rather than compressed, there will be no problem then.

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avatar image Van Zeng · Apr 02, 2013 at 03:17 AM 0
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But I still don't understand very well. In the Unity3D Documents, The Compressed Format is described like, Compressed RGB texture. This is the most common format for diffuse textures. 4 bits per pixel (32 $$anonymous$$B for a 256x256 texture).

It didn't say it would stretch the image and force it in a shape of a square.

Besides, this is not the first time I use non-square image for GUI. I didn't see any issue before.

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