Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 14 Next capture
2021 2022 2023
2 captures
13 Jun 22 - 14 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
2
Question by drudiverse · Oct 12, 2014 at 09:38 AM · imageformat

Best Image Format for Unity Game Textures?

What are the pro's and cons for PNG,TGA,JPG,GIF,TIF, etc in unity games?

what takes less space, what is good for alpha channel, what is fast to read from?

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

4 Replies

· Add your reply
  • Sort: 
avatar image
10
Best Answer

Answer by Fornoreason1000 · Oct 12, 2014 at 09:47 AM

Just go with .PNG or PSD. no matter what you use Unity will Convert them to DDS DXT5(not always DXT5) when you build or when you run the game. I say PNG because it readily supports Alpha and generally small anyway. but its all personal preference.

Also don't try import DDS files(using the Photoshop plugin), it doesn't quite work... might be unity trying convert a DDS to a DDS....

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image
3

Answer by zharik86 · Oct 12, 2014 at 09:44 AM

Irrespective of a format which you import, Unity transfers everything to .psd with layers. For pictures without channel alpha you can use .jpeg (less space). For an alpha of the channel it is better to use .png.

Comment
Add comment · Show 4 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Invertex · Sep 24, 2017 at 02:24 PM 2
Share

Just a clarification, but Unity does not transfer it to PSD. It converts it to whatever native GPU format is required for the texture and compression type set on the asset, and stores it in your metadata folder. PSD or LZW/ZIP Compressed TIFF tend to be the best sized formats that are lossless.

avatar image Mloren · Feb 18 at 07:03 AM 0
Share

Just in case anyone else stumbles upon this: This answer is wrong in every way. Unity doesn't convert to .PSD. JPG is a terrible format for games, it's lossy. Most art software won't show proper alpha channels for PNG, so it's a bad choice.

You should actually use TGAs or TIFs for all 3D model textures. PNGs are okay for sprites and UI elements.

avatar image Bunny83 Mloren · Feb 18 at 03:11 PM 0
Share

It's not really necessary to use TGA or TIFF, PNG works fine in almost all cases. Though you are right about the first part. I've moved the accepted answer to Fornoreason1000's answer to avoid confusion for future readers.

avatar image Mloren Bunny83 · Feb 19 at 12:43 AM 0
Share

PNG can be fine, but has some weird edge cases where it's not. If a PNG has 0 in the alpha channel (fully transparent) then it will always have 0 (black) in the RGB channel. So if you're trying to use the channels to store different texture maps this can screw you over. For example in Unity's standard shader, it stores the Glossiness map in the alpha channel of the Metalness map. If you use a PNG and it has 0 Glossiness then it will also have 0 Metalness even if that's not what you put in the red channel.

avatar image
1

Answer by jmasinteATI · Aug 22, 2016 at 11:49 PM

I ran into memory problems with transparent png sequences. The data file size was huge and the game itself wouldn't build properly. The animation was very glitchy. I tried using tgas instead of pngs and now the data file is much smaller and the game builds properly. The pngs were sprite textures I tagged for use in an atlas. I'll probably use tgas from now on.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image
1

Answer by saleh-alabbas · Dec 20, 2018 at 08:52 PM

For anyone who might be interested.. As Fornoreason said but with more details, check the answers for why small size textures on disk become huge in build

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

35 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

What am I missing? Saving EXR results in a properly sized blank/transparent EXR Image file. 0 Answers

How to embed images in questions ? 1 Answer

ARGB32 ... why how? 1 Answer

SVG vs other formats for GUI 0 Answers

Export objects to a .3DS file at runtime 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges