I have this image generated thanks to PowerPoint:
We can see here, the image is not pixelated.
But when I import this in Unity 3D, the result is:
Here you can see the sprite's parameters:
Am I using the correct tool for my sprite creation? (PowerPoint)
If the answer is "No", which tool can I use for avoid this kind of problem?
If the answer is "Yes", how can I avoid this pixelization of my sprite in Unity 3D?
Thanks a lot for your help!
PowerPoint is not the best image editor :D But your sprite looks correct, possible you just set small scale in Unity Scene window for it.
Try increasing your sprite Scale in Scene window. Select it, next in Inspector increase X Y Z Scale parameters in Transform component (it should be on top).
I just tried your image in my Unity editor and it seems fine. Make sure your Sprite Renderer transform scale is set to (1,1,1). For me even that seems not to affect the quality but it is a best practice not to have different distorted scales for everything in your scene.
One tip for improving your sprite quality is to export it in a POT resolution. Meaning that the resolution of the image should be divisible with 4. This way Unity will be able to compress the image with a much higher precision and quality. One resolution example of that is 800x800 or 1920x1080 etc.
Make sure your build target is set to Standalone and not other platform. If you are set to Android for example. check the Android specific compression in your sprite import inspector. That might also affect the quality.
To answer your question on what image editor to use, the best one, in my opinion, is Adobe Photoshop. If you don't want to pay for it, just search for any free image editing tool. But stop using PP, I'm not exactly sure how you have come up with that.
Related
I'm working on a procedural world generation in Unity 2D. But when It spawns my blocks, blocks cover each other. What could be the possible problem? How can I fix it?
Thanks for your help.
Screenshot:
screenshot
It might be because you made the boxcollider2D on your blocks a little too small.
Try to fit the collider perfectly with the edges of the block
Okay, finally managed to solve it. For future people, here's the solution:
So when you export your sprite from Photoshop or whatever program you use, you export it with a preferred size (ex. 128×128 px).
What you need to do is, go ahead and click your .png file in Unity. In the inspector window, you will see an option called "Pixels Per Unit". You have to enter the correct sprite size there.
Apply the changes, and there you go!
I have created a 2D project. The images I used for sprites are all with high resolution. However I do not know what settings I have changed today, the sprites in game window started look terrible when I tested the game(good quality in scene window). And this happens to all of the projects I created earlier. But when I build the exe file to play, the graphics look all good with original quality. Could anyone tell me how to fix this issue?
Scale back the game view to 1x and change the size of your camera instead or set your sprites to their original size if they have been resized
If you have a Retina screen, make sure you uncheck the following checkbox.
Watch this screencast
For 2D game also make sure Projection property in Camera component is set to Orthographic
Am using a 1024x1024 texture, which am mapping to a quad in Unity3d. The target platform as of now is PC standalone. This is how it looks:
You can see how pixelated and blurry the objects in the screen are, how can I make it more readable and less pixelated?
Import settings, quality settings and a screenshot of the scene with mip-map turned off here. The texture and the quad asset can be found here.
The image looks fine to me: it looks like a 3D video game.
Note that 1k is very small to use as a PNG for the texture for an object which will appear that large in your final scene.
Secondly click on the texture, and then Inspector.
Note particularly the "Max Size" setting, which indeed should be bigger than the literal size of your PNG. Learn about the "Mip Maps" concept as anim_it says. Also note your "Filter Mode". And indeed the "Texture Type". These settings all need to be "just right" for a given game situation.
Particularly read the two comments by Kolanda above which well-explain anisotropic handling: If you see an object at low angle, like a floor or your cards, it tends to lose texture resolution fast. Try to use "anisotropic" as your filtering mode and see if it helps - it was invented for such situations. As a test move the camera, to view the table from above, to separate texture-related issues from view-related issues.
You should probably include a screenshot of your Inspector for the texture, to get more detailed help. BTW the quad you are using is totally unrelated.
Remove the tic "Generate Mip Maps"
I'm creating an app to show 360 images with Cardboard.
I created a scene in Unity using Cardboard camera and sphere. I mapped 360-image to a sphere texture.
When viewing the texture is low quality and has sawtooths so the details are not good quality.
Any ideas to solve this texture problem? I tried a script which creates a different kind of sphere but it didn't solve the problem.
You need to use an icoshpere for this to work, you'll still gonna get some distortion near the polls, but it's far better than the uv ones that Unity provides.
The second thing is that you'll need a high detail icoshpere for this to work, as you'll need more vertexes.
The third thing is the textures quality and size. I think the default fov for Unity is around 60, but you'll map the texture for a fov of 360, so you'll need textures of higher size compared to the on screen texture you are using.
You can look over this article if you want more details about the differences between icoshperes and uv spheres, or just go to the bottom of the article and download the unity project. The project includes already made icoshperes and you can experiment with them to find out which one is best suited for your project. I'm using the Octahedron Sphere 4 R1. Any less polys and there are too many distortion, any higher one and the fps drops to much.
I have added a png image to a plane which is a child of my player. The texture is added as Unlit/Transparent.
The problem I am having is that at an exact orientation, my texture appears crystal clear, but at all other orientations, it blurs a tiny bit.
Since it is hard to describe in words, I recorded a short 10sec video and have it here. Please have a look for better understanding.
http://youtu.be/Z-JxYnn2ppA
There are no light sources in the scene.
When you import the texture, be sure to check its import settings (in the Project window, look for your texture). The artifacts most likely have to do with the filter mode set, which my guess is bilinear filtering. Take a look here.