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Quality issues with 2D sprites...

Discussion in '2D' started by crimsonnight, May 28, 2015.

  1. crimsonnight

    crimsonnight

    Joined:
    May 21, 2014
    Posts:
    38
    Hi everyone,

    My team is building a 2D game using Unity's new UI and sprite system but we're experiencing some issues in regards to the quality of the graphics. Sprites are looking pixellated and there are problems with gradients/banding - I have attached examples. We have imported all sprites with the following settings: 8192 as a maximum size, true colour and generating mip maps enabled. The final issue is that even with these problems, and very little art actually implemented, the app's still coming out at over 115MBs!

    Does anyone an idea of how to improve the quality of the sprites and also reduce the size of the app?
    Thanks,

    Screenshot_2015-05-28-13-46-03.png Screenshot_2015-05-28-13-45-40.png Screenshot_2015-05-28-13-43-58.png Screenshot_2015-05-28-13-43-30.png
     
  2. Sickwitit

    Sickwitit

    Joined:
    Dec 22, 2014
    Posts:
    123
    Your main memory issues:
    -Mipmapping doesn't need to be enabled
    -8192 as your max size? Try reducing this by ALOT. Even if you are using an Atlas, this is extremely too large. If you are using these settings for a small sprite, try changing it to whatever the size of the sprite is, if you aren't using atlas.

    Blur issue:
    -Are you using an atlas?

    If so:
    After the sprite collection is created, modify the Atlas settings.

    Changed texture type to sprite, pixels to units (20) "Matching the sprite collection settings", filter mode to bilinear, changed max size to the size of the sprite collection (2048). In your case, it will be different. 2048 is even immensely large, and lastly, changed the format to true color.

    else:
    Just change your image to Advanced, take off mipmapping, use appropriate pixels to units, filter mode bilinear etc..
     
    theANMATOR2b and Deleted User like this.
  3. Deleted User

    Deleted User

    Guest

    MipMaps can certainly cause you trouble bro.
     
  4. ColossalPaul

    ColossalPaul

    Unity Technologies

    Joined:
    May 1, 2013
    Posts:
    174
    This only matters if the texture exceeded the limit. else it will just be whatever it is, it won't be 'scaled up'.

    The most likely culprit is your asset is being scaled up by the rendering engine. Take a look at this:
    http://forum.unity3d.com/threads/or...tiple-resolutions-iphone.327723/#post-2131711

    If you follow my explanation and tweak your numbers so that your art is NOT scaled, it should look exactly like how you have it in photoshop :) (assuming you don't use lossy compression like dxt or pvrtc).

    Having pixel perfect setup is a lot of work (which we are working on some tooling to help with that). But if you have to scale, try scale down.
     
  5. Alejandro-Diaz

    Alejandro-Diaz

    Joined:
    Apr 6, 2013
    Posts:
    10
    disabling mip maps creates awful sprites here are some screenshots of it, look how edges on the green bean looks bad when mip maps are disabled.
    NoMipMaps.png MipMaps.png
    Which options are available to implement atlas?