Posts Tagged Mip Maps
Hey, I am working on a bigger post, but in the mean time, allow me to write this quick tip. In NGUI, when you don’t use an atlas for your sprites, you use the UITexture class. At first I was having so much trouble with it because the make pixel perfect button just didn’t seem to make my texture look pixel perfect. That was until I figured it out.
Making it work
When you select your texture file in Unity (the actual png file), the inspector will show you settings for it. By default, the type is set to ‘Texture’, which seems fine, but what you really want to be setting it at is ‘Advanced’. Than you will be able to change the next combobox. In 3D you want to have images (textures) that their width and height are powers of 2, example: 2, 4, 8, 16, 32, 64, 128, 512, 1024. When you do 2D (UI) that really never happens; never. That is why you will likely set the Non Power of 2 to ‘None’. That is the most important setting. Now when you will press Make Pixel Perfect button in NGUI, it will resize the texture to the correct size.
Figuring out compression
To be frank, I don’t totally understand the rest of the settings as they refer to 3D stuff, but by setting the Wrap Mode to ‘Clamp’, Filter Mode to ‘Trilinear’ and Aniso Level to ’4′ , your texture will look better at run time. Also, as you probably don’t need it, you should remove the check mark after Generate Mip Maps.
Well that is it for this quick tip, I hope it saved you some time when dealing with textures.