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Question by Jubokko · Jun 13, 2013 at 05:57 AM · 2dtexturebackground

HiRes Texture Background

Hi guys, i've looked around several answers and i still have some doubts about this. Here's the case, i am developing a game for iPad 3 which has a a resolution display of 2048x1536 so we are using high resolution images to play as sprites or background, the game is in 2D so i was wondering if there's a way to bypass the limit of 4096x4096 since it's Unity's limit to use some large texture to play the background of the level, for example since this is a 2D scroller i need to use a long let's say 20480 image to display as bcg.

So if there's a way thanks in advance!

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avatar image Graham-Dunnett ♦♦ · Jun 13, 2013 at 10:28 AM 0
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What max texture resolution does the iPad3 support? Not sure that Unity arbitrarily limits the texture resolution just to be annoying.

avatar image Jubokko · Jun 13, 2013 at 12:47 PM 0
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The iPad 3 display resolution is 2048x1536 but the problem is that the maximum texture import size for Unity is 4096x4096 so what happens is that if i import a texture larger than that size it gets scaled. The example I mentioned before is that i want to cover the background of a entire level, take as the level is longer than the ipad display the texture used gets scaled and loses definition.

avatar image Graham-Dunnett ♦♦ · Jun 13, 2013 at 01:57 PM 0
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I did the research for you, because you seemed unable to do so:

http://stackoverflow.com/questions/2505186/what-is-the-maximum-texture-size-available-on-the-ipad

So, if Unity let you create a 20480x20480 texture, I guess your app would crash. Is that what you want?

avatar image Jubokko · Jun 13, 2013 at 02:16 PM 0
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I understand that i cannot create a larger texture since the device would not support it and the whole game won't function. So my doubt is how to deal with this scenario.

Thanks in advance for the info.

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Answer by bartleycollin · Jun 13, 2013 at 05:02 PM

If you NEED to have your texture that large, then just bring it into your photo editing software, and cut it. Make it into a couple separate images that you can piece together in unity. Although I've never had to deal with textures that large, it seems like a good solution.

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