Unity 3d. What size graphics for iOS? - unity3d

I am preparing design assets for a game for iOS. These assets will be imported into Unity3d.
I have been testing using a Photoshop canvas layout at 1024 x 768 at 72dpi. This seems ok when viewed on an iphone5. But when i view on an ipad 3 the graphics look quite rough. Fluffy at the edges.
Can anyone confirm the correct photoshop canvas size and resolution I should be using
Thanks a lot

Related

Unity Viewport size to Full HD?

at the moment I start with Unity in 2D development for android. Before I develop in Unity i develop with LibGDX where I can the Viewport to a static screen resolution at 1080 * 1920, if the game starts on a smaller device for example 480 * 800 the game still looks pretty good. In Unity when I use a Orthographics Camera and set the width to 1080 and the height to 1920 it looks like a equal long quadrate and not portrait.
How can I use a static Camera which the Viewport is 1080 * 1920 and for other devices unity self charge the resolution for the game?
Sorry for my bad english :(
greetings coco07!
You can't. You're thinking about 2D engines. Unity is a 3D engine with a 2D extension (sort of). You set your camera up (doesn't matter what orthographic size you use), and it gets scaled to the viewport of the device it's running on. the size you set is the size of the viewport, in world units, along the y axis of the device's display. The width is set automatically based on the device's aspect ratio. You can see this by resizing the game window in unity. Doing that causes the visualization of the camera's bounds to change. To create a static camera, you'd have to manually add black borders around the edges (or at least I think you do), OR, better yet, create your game in a manner that runs on all aspects. You should consider aspect ratios between 4:3 and 16:9 for landscape and 3:4 to 9:16 for portrait games. This is specially important since many recent devices use on-screen system buttons (such as the google nexus and Xperia Z series) which means you get an aspect ratio of a little bit less that 16:9 (or a bit more, on tablets). This doesn't sound like much, but if you down-scale a 16:9 image to fit on those devices' screens, it looks ugly as hell.

Pixelation issues on iPhone Air game

I am working on a cross-platform mobile game for Android and iOS devices. I am using Adobe Flash with AIR and AS3 to code the game. I am drawing my character, obstacles, and backgrounds in Adobe Illustrator. The canvas in Flash is set to 960x640. The character was intended to be 1/3 of the screen height so around 213 pixels high. I designed the character in Adobe Illustrator to be somewhere around 900 pixels high. When I imported the character into Flash I animated him, instantiated him using var player:Player = new Player(), and scaled him down to size using the scaleX and scaleY properties. I tested it out on the desktop and Android phone and it looked wonderful. However, when I tested it out on an iPhone, the player was unacceptably pixelated around the edges. I figured the fact that I drew the animation much larger than the intended height must be the problem, so I redrew the player to exactly 213 pixels high and retested on the iPhone without any improvement in the quality of the animation. I also tried converting the MovieClip to a Bitmap vector explained here but that also had no effect on the quality of the animation.
At this point, I am at a loss. Does anyone have any suggestions on how to avoid this pixelation issue that I am experiencing when going from Adobe Illustrator to Flash to the iPhone?
For a more optimised iPhone route you might want to consider creating your animation as a set of bitmap graphics, i.e. create them as png files using PhotoShop at the size you want them to be displayed at.
By doing this you'll save CPU activity in having Flash create smoothed bitmaps
Try to set smoothing to true for your bitmap.
yourbitmap.smoothing = true;
I have some solutions for your problems.
Character should not have dark outlines. Use gradients for better effects.
Color combination should understand for your character. which background you use and other things.

Cocos2d : tile maps VS 1 giant image

I have been doing some reading and tutorials on tile maps in cocos2d, but what i want is to have a large graphic map, not made up of tiles that the user can drag around. so my question is this.
Is it going to cause performance issues to have a large map, (this will be on the ipad so maybe x4 the screen size)?
The maximum texture size you can have is 2048x2048 for any device above the iPhone 3G (This includes all iPads, although it may be larger on the iPhone 4S, but I doubt it). You can find tons of links on google by a simple search of iphone max texture size. That means that the largest image you can have is between 4-6 iPad screens. If this is enough for you, great! If not, you'll have to tile the screen anyways, regardless of the size of your tiles. Hope that Helps!

Mixing Retina and non retina assets in openGL ES

I would like to upgrade my 3D application with some high res assets, for iPhone 4.
I can't update the whole graphic content of my app. I want to mix images in high and low resolution.
All my application is rendered with OpenGL
The most part of my app is based on billboard sprites, so I can change the scale factor of my OpenGL view but I will have to scale all my low res sprites and update their positions.
Do you have another way to do this by changing as little code as possible?
In my project I set all sizes and positions for 320x480 screen. And when running on retina device and using x2 texture I multiply its dimensions x0.5 after loading it (for example texture has 100 pixels width, but width value will be 50).

How can I get rid of artifacts in my OpenGL ES iPhone app?

I'm using the Texture2D class from the CrashLanding sample code. I'm getting strange artifacts around my images in both the simulator and the phone. The artifacts are little gray borders around the textures. The borders are inconsistent and do not surround the entire texture. I'm using pngs.
Hey MrDatabase - It sounds like the problem is that your texture images have premultiplied alpha. I've had this problem on the iPhone too - the PNG compression that it performs when you build your app automatically premultiplies all the alpha values. If you're using glBlend(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA), you're basically applying the alpha twice - try using glBlend(GL_ONE, GL_ONE_MINUS_SRC_ALPHA) instead. There's lots of stuff in the Apple forums about this :-)
Are your textures all powers of two in width and height? If not, that's probably your problem.
I also had problems with textures smaller than a certain size. I remember someone said that for small textures, clear the memory after it's allocated. Changing malloc to calloc in the Texture2D source fixed the problem.