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Question Textures are messed up when switching to ios platform.

Discussion in '2D' started by Geniusme56, Jul 1, 2023.

  1. Geniusme56

    Geniusme56

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    When I set my iOS game to windows, the textures look how they should, like this: upload_2023-7-1_11-47-25.png
    But when I switch to iOS, they look like this:
    upload_2023-7-1_11-50-22.png
    What is the problem and how can I fix it?
     

    Attached Files:

  2. Kurt-Dekker

    Kurt-Dekker

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    Look like mostly anchoring to me.

    Here are some notes on UI Anchoring, Scaling, CanvasScaler, etc:

    https://forum.unity.com/threads/inc...size-between-two-people.1130146/#post-7261747

    https://forum.unity.com/threads/game-ui-button-size-problem.1142650/#post-7337383

    Usually you need to choose a suitable ScaleMode and MatchMode in the Canvas Scaler and stick with it 100%. Generally if you change those settings you will often need to redo your UI entirely.

    I also use this
    CanvasScalerOrientationDriver
    utility to make sharing UI for Landscape / Portrait easier. Read what it does carefully.

    https://gist.github.com/kurtdekker/8802b1b6c708637398f8c9167641efd3
     
  3. karderos

    karderos

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    your windows aspect is 10:16 instead of 9:16
     
  4. Geniusme56

    Geniusme56

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    if you are talking about the size, that doesn't bother me. Im talking about the colors. they get messed up.
     
  5. Geniusme56

    Geniusme56

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    I know. I'm using a phone with remote 5, so that's what I'm using. I'm worried about the colors.
     
  6. Kurt-Dekker

    Kurt-Dekker

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    Perhaps texture compression setting? Set it to none if you need absolute color fidelity.
     
  7. karderos

    karderos

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    if the colors are normal in the editor but wrong in the phone

    its because of remote 5, it gives a very bad image quality

    try first to make a legit build and see if its correct
     
  8. Unifikation

    Unifikation

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    This, plus iOS devices and Windows use completely different colour management "schemes". You can see this as P3 gamuts on modern iOS and Macs, versus varying versions of sRGB and other profiles on various windows machines. This is a vary fiddly field, wherein you'll have to spend much more time than you'd like comparing and contrasting different screens AND the different ways the operating systems manage colour profiles.

    I don't envy you this work. I've done a little of it, and made a decision to target only Apple gear for the first round of releases because it's far too much work to constantly creatively iterate and then adjust responses of the colour stylings I'm using for Windows and Consoles whilst pushing ahead with HDR stylings heading into beyond "white" and into "bright".
     
  9. Geniusme56

    Geniusme56

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    How do i get to it?
     
  10. Unifikation

    Unifikation

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    From where you at? To what you wanna go? Give me some info about your objectives and current state and I'll give you what I know that's pertinent.

    Do you have Photoshop or any other Adobe screen targeting software? They all have Color Profiles hidden away in their menus, that they presume to choose for you in their initial setups, but that you should become aware of, as this influences cast, tone and range.

    In Unity, you can pick some aspects of Color Profiles, but it's very primitive and you still need to do screen to screen comparisons, and will continue to need to do this, for as long as you work on your project. It will never be "perfect" or even "just work", so you'll have to settle for whatever's "Good Enough" each time on each platform and even each device in Android and Windows worlds.
     
  11. Unifikation

    Unifikation

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  12. Geniusme56

    Geniusme56

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