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Question by Pranoy-Parimal · Jun 09, 2014 at 02:19 PM · spriteresolution

The PNG image used as sprite is turning into black on some of the devices like iPad1, iPhone4, Nexus7, Samsung Galaxy Tab2, Galaxy Nexus etc.

Hello All

I am developing a 2D maze Game where I am using a PNG image for the maze. Initially when the game starts the camera focuses on whole image of the maze. After some time the camera focuses on 1/8th part of the whole maze image, means the camera zooms in. This is one of the first steps when the game starts.

The image that I am using is of Dimension - 8000 X 4500 and PPI - 300 Pixels per Inch. When I am placing the image inside the asset folder the image is converted into sprite which is what required. The options in the inspector after selecting the image sprite in the asset folder the default values are as followed.

Texture Type - Sprite, Sprite Mode - Single Pixels to Unit - 100 Pivot - Centre Filter Mode - Bilinear

Override for iPhone/ Android - Max Size - 1024 Format - Compressed

In this case when the camera zooms in at the smaller part of the image, the visible part on the device gets distorted. This happens in all the above mentioned devices.

To improve the quality I modified the Override property of the image in the inspector, where Max Size is changed to 2048 & Format is changed to True Colour. Even after doing this the image is some what distorted but rather improved than the previous one.

But when I modify the Override property of the image sprite in the inspector as Max Size to 4096 & Format to True Colour & build the project in iOS & Android. The image distortion is gone in case of iPhone5, iPad 2, Moto G. But in case of iPad1, iPhone4, Nexus7, Samsung Galaxy Tab2 & Galaxy Nexus the image gets blacked out. The image is not being rendered in these devices.

For clearing it further I have attached two images below which will show the difference. How do I solve this issue. I am in a dire need here. I will be very grateful to any one who helps. Your opinions are gladly accepted. alt textalt text

screenshot_2014-06-09-19-30-18.png (41.3 kB)
screenshot_2014-06-09-19-34-22.png (395.2 kB)
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avatar image PouletFrit · Jun 09, 2014 at 02:32 PM 0
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some mobile device do not support 4k texture. Splitting them in 4 2k textures may do the job for you...

avatar image Pranoy-Parimal · Jun 10, 2014 at 05:12 AM 0
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@PouleFrit We are not actually using the images as textures, we are using it as sprites.

avatar image Pranoy-Parimal · Jun 10, 2014 at 08:45 AM 0
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@PouleFrit Please explain your comment above a bit more so that we can implement it correctly ...

avatar image PouletFrit · Jun 10, 2014 at 02:48 PM 0
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I meant sprites... Ins$$anonymous$$d of using only one sprite renderer which render your whole sprite/image, use 4 sprite renderer/gameobject which will render the sprite/image cutted in 4 smaller images.

So 4 2k images converted in sprites and then use 4 sprite renderer to display it.

You will have the same quality, but will be compatible with the mobile device that don't support 4k texture

avatar image Pranoy-Parimal · Jun 11, 2014 at 07:55 AM 0
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@PouleFrit We have applied your method by splitting the whole image into 8 sections & arranging the images using 8 different game objects to make a whole image. After trying this the blackening of image in the earlier mentioned devices is gone. But I am facing one more problem here that build is not running on iPad1.

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