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Sprite Manager 2 - Textures are washed out and blurry / IOS
Hi,
I'm trying to get SM2 to show the textures pixel perfect. But all I get is a blurry, washed out unusable texture.
I followed this step by step:
Creating A Sprite With SM2
Here are the steps I use to create a new sprite:
- GameObject -> Create Empty
- zero out the x,y,z Position (not required, but helpful)
- Component -> Scripts -> Packed Sprite (this will add SM2s Packed Sprite script to the GameObject)
- Window -> Sprite Timeline (opens SM2s Sprite Timeline window)
- With the empty game object still selected, drag the texture (with the settings from above) into the Static Texture field in the Sprite Timeline window.
- Drag & Drop the Sprite Material from the Materials folder onto the object or into the inspector window (if its still selected)
- Check Pixel Perfect and Auto Resize under Packed Sprite on the object
- Custom -> Build Atlases (I typically use the default settings)
- Press Play to see the sprite appear properly sized. Note if you had the Sprite Timeline open in front of the game view when you press Play, the sprite might appear smaller than it should in the Game view. Make sure the Game panel is on top and press Play again to see it properly.
http://www.rocket5studios.com/tutorials/creating-2d-games-with-unity3d-part-2/
But the texture I get doesn't nearly look like what I see in Photoshop. Also the ratio of the picture is completely off balance.
I would really appreciate if you could help me.
I now changed he build from ios to standalone, and it looks how its supposed to. What do I have to do, that it looks right with the ios build?
Answer by Statement · Mar 12, 2011 at 02:50 PM
Check your texture settings. See related post. Compressed textures will be lossy.
That was exactly the problem, in ios build, unity automatically compresses all textures, including the sprite atlas.
Just had to change compress settings to true color
Answer by user-10212 (google) · Mar 12, 2011 at 02:23 PM
Chane Setting : Edit --> Render Settings --> Ambient Light
Answer by Brady · Apr 28, 2011 at 07:51 PM
Also, if using the Transparent, Vertex Colored shader, make sure your material's Main Color is set to the default value of 128,128,128,255, or else the colors will be washed out/blown out.
Answer by umair_hassan1991 · Feb 28, 2019 at 11:37 AM
I was able to fix it by going into the Atlas texture made by NGUI and unchecking the option of "Generate Mip Maps"
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