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AntiAliasing and Android...

Discussion in 'Android' started by LightStriker, Oct 21, 2014.

  1. LightStriker

    LightStriker

    Joined:
    Aug 3, 2013
    Posts:
    2,716
    We want some AA for our games.

    However, some device are too slow to handle it.

    So we want to be able to turn it off or on depending on the device power.

    However, when we do it - QualitySettings.antiAliasing or QualitySettings.SetQuality - the screen turns black. The game is still responsive, simply no more rendering is done. Reading a bit, we found out it's because shaders are recompiled. Alright! So what is the solution? No AA for everybody? AA x 2 for everybody and assume lower device won't like it? AA x 4 and lower device will be unplayable?

    What is the solution other games use?
     
  2. rextr09

    rextr09

    Joined:
    Dec 22, 2011
    Posts:
    416
    I'm having exactly the same issue. Screen turns black when changing AA settings at runtime in both 4.5.5f1 and 4.5.5p2. However, it was working fine in Unity 4.2.2
     
  3. Jessespike

    Jessespike

    Joined:
    Jul 9, 2012
    Posts:
    44
    Are you using 32-bit display buffer? Wondering if this needs to change depending on quality setting.
     
  4. LightStriker

    LightStriker

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    Yup, we are.
     
  5. DanielQuick

    DanielQuick

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    Dec 31, 2010
    Posts:
    3,137
    I have also had this problem, was a bit surprised when it happened considering it worked just fine in older versions of Unity.
     
  6. Joskym

    Joskym

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    Oct 2, 2013
    Posts:
    39
    We have the same problem here, we had to disable AA :(
     
  7. LightStriker

    LightStriker

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    Bug have been reported to Unity; bug #643345.
     
  8. Joskym

    Joskym

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    Oct 2, 2013
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    They also have problem with AA and RenderTexture
     
  9. LightStriker

    LightStriker

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    Yeah, we have people here who fail to take a screenshot when AA is on using ReadPixels, even on PC! It sucks.
     
  10. Joskym

    Joskym

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    Oct 2, 2013
    Posts:
    39
    I reported it months ago (#584638) but it seems they didn't find a solution at the moment.