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Question by samz · Feb 26, 2013 at 11:42 PM · androidiphoneezgui

EZGui iphone quality issue

ok im so confused. My game for android works fine, but as soon as i change platform to iphone to quality goes horrible and i get 5 error messages. Check out my screenshots

Android

alt text

.

Iphone

alt text

android.png (432.3 kB)
iphone.png (447.4 kB)
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avatar image robertbu · Feb 26, 2013 at 11:49 PM 0
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When was the last time you update your EZGUI and S$$anonymous$$2 files? I don't remember if it was these specific errors, but my EZGUI broke when I went from Unity 3.x to 4.0.

avatar image samz · Feb 26, 2013 at 11:57 PM 0
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isi? so i should use Unity 3.x ins$$anonymous$$d?

avatar image liszto · Feb 27, 2013 at 01:04 AM 0
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or you should update cause Brady include UNITY4 exception in the last versions ;)

And if it's a GUI Texture, why did you not put them as GUI in Unity texture importer (GUI parameter format, automatically do the best value for GUI element).

avatar image robertbu · Feb 27, 2013 at 01:23 AM 0
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The latest EZGUI/S$$anonymous$$2 packages work fine in Unity 4.0. I was just suggesting you might be getting the errors because your packages were out of date (as I did when I upgraded).

avatar image samz · Feb 27, 2013 at 08:11 AM 0
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im using unity 3.5.6 but still no use. i've got EZGui 1.07

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Answer by Tarlius · Feb 27, 2013 at 08:27 AM

Try setting the texture to advanced and turning off "Generate Mip Maps". I've had that give me similar problems many many times... I have no idea if this will cause problems for android though...

If that doesn't help, try checking Edit->Project Settings->Quality Settings for forced texture resolutions/etc

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avatar image liszto · Feb 27, 2013 at 12:17 PM 0
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Indeed if your quality is set to fastess it can be a problem. After those considerations, set it to GUI automatically disabled mipmap ( if I don't say bullshit ;D )

avatar image samz · Feb 27, 2013 at 03:09 PM 0
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your second tip slightly improved quality but its not at a presentable level :'(( pleeease help

its ok for ipads and iphone5 resolutions but anything lower, like iphone 4G and iphone the quality is not good :(

  • iphone Wide (480x320) = bad

  • iphone 4G Wide (960x640) = bad

  • ipad wide (1024x768) = just about

  • good iphone5 wide (16:9) = good

  • iphone wide (3:2) = good

  • ipad (4:3) = good

avatar image robertbu · Feb 27, 2013 at 04:12 PM 0
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When you build your atlases, make sure that your "$$anonymous$$ax Atlas Size" is large enough or everything will be scaled (and look bad).

If you are working with import settings for your images, don't forget to set the import settings for the image atlas. It (or they) will be in the Assets/Sprite Atlases folder.

For quality I usually set "Texture type" to advanced, turn off "Generate $$anonymous$$ip $$anonymous$$aps" and set "Format" to RGBA32. You may not want to ship with these settings, but they are a start when you are looking for quality.

avatar image samz · Feb 27, 2013 at 04:26 PM 0
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woooooooo thank youuuuuuu

i changed the atlas to a gui and now its PERFECT!!!!!!!

i love youuuuuu!!!!

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