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Question by maximus9600 · Apr 30, 2015 at 05:55 AM · androidtexturefps

Making an Animated Image Sequence

I want to make an animated sequence containing more than 500 png textures each compressed to 256x512. I used the method suggested in this post http://www.41post.com/4742/programming/unity-animated-texture-from-image-sequence-part-2. But my question is whether this method is suitable to make animated image sequences on mobiles like android and iOS. When i tried this for android by loading all 600 png from the Resources folder i noticed a severe lag between frames and it didnt sync with the audio. This has also been specified in the post but the suggestion is to use movie texture which is not supported on iOS and Android. The first method suggests to use arrays but this can be a problem if I have image sequences with more than 500 frames. My main concern is how to make an animated sequence on mobiles

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avatar image zeppike · Apr 30, 2015 at 08:07 AM 0
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After trying sprite animation, finally I have settled down with $$anonymous$$obile $$anonymous$$ovie Texture Asset, it isn't cheap but It will save you a lot of trouble. https://www.assetstore.unity3d.com/en/#!/content/2449 There is also a demo version where you can try it out.

avatar image timohausmann · Apr 30, 2015 at 08:11 AM 0
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Why not use video?

avatar image maximus9600 · May 01, 2015 at 12:22 PM 0
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timonhausmann: Its an Augmented Reality Project. So I needed a transparent background which i think is not possible using a video

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Answer by bobin115 · May 02, 2015 at 06:10 PM

this is an animated texture script:

 var frames : Texture2D[]; var framesPerSecond = 10.0;
 
  function Update () {
      var index : int = Time.time * framesPerSecond;
      index = index % frames.Length;
      renderer.material.mainTexture = frames[index];
  }

you input frame by frame so it may take a while

hope this helps

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