, I'll look into other options, eg. offsetting 0.5 in texture space, which seems to cause other issues. My only worry is texture sampling points are different in Opengl vs Direct3d, and that Unity doesn't take that into account. I'll get this checked out tomorrow on Mac / iPhone vs Windows. Any other "automated" option tends to be quite expensive as it will require updating meshes every frame.
You don't have to resize the orthographic camera and/or rescale the sprites in all cases, but that really depends on what you're doing and what you're trying to achieve. You can obviously change the relative scale of the camera and leave everything in place. Also, you can do the math in fractions and leave everything as is. Obviously it gets a bit messy, but it will give you exactly the same result.
In any case I'm not considering this issue solved just yet, there might be something we can do.
I'm particularly confused by the Target Resolution Height. Can you tell me what the correct way to set this up is, so that there's no surprises?
Is there a place I can download and take a look at the documentation before purchasing? The videos are great but I would prefer reading the docs.
For scaling between 320x480 and higher, you don't really need to use the PixelPerfectHelper. That is for more complicated conversions, eg. iPhone -> iPad resolutions.
- You set up a target resolution (height) in your sprite collection.
- You also tell the sprite collection the ortho size of your camera.
- Any sprites you create in the scene (as long as your resolution and ortho size remains the same) will be pixel perfect automatically.
If you then double your resolution and not tell the system anything, it will create sprites which will be pixel perfect on a 320x480 screen, but pixel doubled on a 640x960 screen. This means your app will work correctly on 3GS and iPhone4 resolutions, though it will be scaled up on the retina display.
The opposite is also true, where you create artwork targetting 640x960 and let the mipmap draw on iPhone3G. You set up your sprite collection telling it the primary target resolution.
targetResolutionHeight - Your new screen height, i.e. 1024 in this case.
This was for a project where we wanted to use the same assets on an iPad game too (and have an universal app).
So, to reiterate, if you are doing iPhone3G - iPhone4, you don't need to use this. This is only for one specific case (as described in the doc) of using the same assets on the iPad.
2.auto fill doesn't recognize file name number with 0 before,like Idle0001.png..Idle0002.png,if you using some animation software you know they normally output image seqeunce with format like this.
Hope you can fix these in the next version,thanks!
Thanks for the answer, unikron, but I'm still not getting it right.
Then I pressed "Make Pixel Perfect" on my sprite.
My sprite is 34x34, but it draws it at 68x68.
Edit: Looking closer, I'm not sure if it's even 68x68, but something bigger and seemingly random..
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