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ARGHH!! "Sprite.. ..mesh generated based on pixel alpha values, PRO only feature."

Discussion in 'General Discussion' started by stuatk, Nov 12, 2013.

  1. stuatk

    stuatk

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    So if you're Indie like me, better make all your sprites pretty much a rectangle :(

    Ah well, you can't have it all.

    Might just stick with 2d tool kit...
     
  2. Murgilod

    Murgilod

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    That sucks. I was hoping to actually use this, but I guess it's square sheets for me.
     
  3. Brainswitch

    Brainswitch

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    Why? Because of overdraw? Or colliders? Overdraw, sure, I get that if you are publishing to low(er) end mobile but colliders you can fix yourself.
    Or is for optimal packing?
    Or some other reason I missed?
     
  4. Pix10

    Pix10

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    Without Pro it just means you're getting quad sprites, i.e. the same as you get with any 3rd party sprite toolkit.
     
  5. Murgilod

    Murgilod

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    Almost every single sprite kit out there supports atlasing and atlas generation.
     
  6. Brainswitch

    Brainswitch

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    Wait, what? Doesn't Unity 4.3 Indie/Free include support for atlasing and atlas generation? I haven't checked yet but I thought it only was that Pro had more/better tools for it but it was supported in Indie/Free as well.
     
  7. orb

    orb

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    2D Toolkit supports atlasing and mesh-based colliders. Free Unity's 2D stuff doesn't. You're limited to Thomas Was Alone clones then :p
     
  8. imaginaryhuman

    imaginaryhuman

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    From what I was reading, pro is required if you want really tight texture atlas packing where non-rectangular sprites can overlap into each others bounding rectangles - sort of like as if they were packed using physics colliders. Also you need pro to generate a sprite mesh that fits closely to the sprite shape rather than being a rectangle (to save fill-rate on mobile etc). But I did not see anything to suggest that mesh colliders are not in Free, or that you can't edit them with Shift key?
     
  9. Eric5h5

    Eric5h5

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    You don't need Pro for polygon colliders; the polygon shape that's auto-generated isn't the same as the mesh used for the sprite. So with Pro you'd just save on fill-rate (at the cost of more vertices, but usually vertices aren't a problem).

    --Eric
     
  10. stuatk

    stuatk

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    What I was referring to wasn't the texture packing - that will pack the same in free and pro as far as I can tell.

    Its the mesh used in the scene that the "sprite" texture is applied to, if my sprite image is a round coin then the pro version would create a nice round mesh shape - where the free version will used a rectangle. Meaning lots of drawing of alpha tested pixels in the corners.
    Not too much of a problem if you're on high end devices, or you're not drawing too many of them.
    You can always roll your own if you need to draw millions of round things :)

    It just hurts a little when I get excited about new features... then I see the dreaded words PRO ONLY! Eeek. But hey, the free version of Unity is utterly amazing - when we wrote our own in house tools to make Tomb Raider it took ages and - ok they did the job - but they were HELL to use ;)
     
  11. Murgilod

    Murgilod

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    If you need to draw millions of round things, you'd be better off using the circle collider ;)
     
  12. Eric5h5

    Eric5h5

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    Well, that's not relevant to what's being drawn. Yes you will get unnecessary overdraw using quads instead of a tighter mesh, but the good news is that the days of iPhone 4-level hardware are long over, so it's a "nice to have" thing but not really necessary.

    --Eric
     
  13. Pix10

    Pix10

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    ?

    I thought only the Tight (mesh based) atlas packing was Pro, and rect atlas packing was in Free?

    (Pro here so I can't verify).
     
  14. Murgilod

    Murgilod

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    Whoops, yeah. I've completely misinterpreted this like five times now :v
     
  15. hippocoder

    hippocoder

    Digital Ape

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    The features you get for free, are worth it for free, so I think it's fair.