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Question by Tofudude624 · Aug 07, 2012 at 12:12 PM · ios

iOS texture resolution...

When I build my game from unity into xcode I use the fallowing settings: iPhone only, amrv6. HD textures. Once inside xcode, if I run it using the unity iphone simulator (iphone or ipad version) and then have the iOS simulator device set to iPhone (non-retina) or iPad it runs fine...but only when the unity iphone simulator is set to an iOS version to anything pre 5.0. The graphics look as I intended them. But setting the iOS to 5.0 or above causes the textures to become distorted (to me, it looks like the device is trying to upscale the textures). If it helps, I designed my game game around the 960X640 resolution. How can I fix this problem and make the game look consistent across all iOS versions?

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Answer by Sundar · Aug 07, 2012 at 04:58 PM

You can have three different textures of each texture say x, 2x and 3x for all resolutions. Assign your display texture at the start based on screen resolution. Like

if( Screen.height > 700.0f ) displayTexture = 3x;

else if( Screen.height < 700 && Screen.height > 400 ) displayTexture = 2x;

else if( Screen.height < 400 ) displayTexture = x;

to say memory use texture atlas.

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avatar image Tofudude624 · Aug 08, 2012 at 07:05 AM 0
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Not to come off as lazy (but it is a substantial amount of work), but is completely redoing all of my textures for the two other resolutions the only option?

avatar image Sundar · Aug 08, 2012 at 04:54 PM 0
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Use texture atlas, this way you will have only one texture. use offset to point to right size for different resolutions. Still it involves work, think of this way that you can use this for android devices also. Just raise your sleeve and get it done.

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