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Question by Michel Verheughe · Sep 07, 2013 at 02:48 PM · webplayerresolutionbitmap

Unity Web Player bitmap resolution

I don't understand this. I have a startup screen that shows a menu, together with the logo of my company. The logo is a Texture2D image that is loaded in a GUI.Box.

In the Editor, it appears as seen to the left. In the Web Player, as seen to the right. I have tried to find out how to set better bitmap resolution in the manual, in this UnityAnswers and elsewhere on the internet, but to no avail.

How can I get a better resolution? This is, incidentally, also valid for all textures I have in the game.

alt text

seagull.png (62.8 kB)
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avatar image Michel Verheughe · Sep 10, 2013 at 08:47 AM 0
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Am I the only one to have this problem, or is it a "known feature" that can't be improved?

avatar image ZouBi27 · Sep 10, 2013 at 09:17 AM 0
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Did you check how the texture is imported in the editor? $$anonymous$$aybe your current options are compressing the texture and give it a low resolution.

avatar image Michel Verheughe · Sep 10, 2013 at 10:02 AM 0
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Perhaps I did it wrong but I don't know how it can be. I simply have a variable in my codes that defines a texture2D and I link it to the PNG texture in the Assets via the Inspector. The import settings of the texture is: Texture Type: Texture and the Aniso Level is 1. I tried to set it to 9 but to no avail.

avatar image ZouBi27 · Sep 10, 2013 at 12:50 PM 0
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I'm talking about the Import Settings in the editor. Via the Inspector, click on the texture. On the right, you should have the Import Settings of your texture. Here check the parameters. You should enable the "Override for Web" checkbox and in format, put "True color" and not "Compressed".

avatar image Michel Verheughe · Sep 10, 2013 at 01:33 PM 0
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Thank you. Yes, I have done that, True Color and not Compressed as Override for the Web. But to no avail. $$anonymous$$ax size is 1024 but it shouldn't make a difference since the bitmap is 512 by 256, right?

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Answer by cod · Sep 10, 2013 at 08:53 AM

I think the problem is in the quality settings: male sure that the weplayer quality settings are the ones u prefer. I post here a link, read carefully :) link text It u have any problem Just post a comment

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avatar image Michel Verheughe · Sep 10, 2013 at 09:06 AM 0
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Thank you for your answer and yes, this is what I thought first, the quality setting. But it doesn't make a difference when I set it to Fantastic. Now, I know that there is a way to set this quality preference menu so that the user can set it, according to the performance of his/her computer. But I would think that if set in the Editor, it isn't necessary to set it by the user interface. Or ... am I wrong? TIA.

avatar image cod · Sep 10, 2013 at 10:37 AM 0
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Try to set the same quality settings for al the platforms and look at the voice "texture quality". It should be set to "full resolution", if not set it to full res Let me know if it works

avatar image Michel Verheughe · Sep 10, 2013 at 11:31 AM 0
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Thank you for your answer, Cod. I checked and, indeed, it is set to Fantastic, for all platforms, and with the Full Res as resolution. Yet no difference. Is it my browser or computer? Here is a link to the game:

http://home.online.no/~michel/Seagull/UnityECDIS.html

You can see that the logo is low resolution as in my screenshot above ... or isn't it for you?

avatar image cod · Sep 10, 2013 at 12:41 PM 0
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lol this is going to be quite challenging try this:

  1. in the inspector click on the texture, go to texture type and select "advanced". Then uncheck the voice "Generate mip maps"

  2. go in the quality settings and set anisotropic texture "forced on"

  3. make sure there's not a script that changes the texture size

  4. make sure the shader u are using only uses tex2D and not tex2Dlod

  5. click on the texture in the asset view, than look at the inspector properties and make sure to set the max size as high as u can

And ofcourse post a new comment :)

avatar image Michel Verheughe · Sep 10, 2013 at 05:29 PM 2
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... and we have a winner! ;-) Yes, I had to set the texture type as GUI ins$$anonymous$$d of Texture! Thanks mate, it was very helpful! ;-)

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