Trying to figure this out… There are seams in my skybox along all the edges caused (I think) by the texture compression, as the problem seems only apparent when textures are set to compression within Unity (for iOS).
They're all set to clamp.
Answer by syclamoth
Sep 16, 2011 at 04:50 AM
Well, you've basically answered your own question here. At this point, I would be asking myself whether the obvious seams are worth the one or two hundered K that you save on space. In what way are you compressing the texture? Are you doing it using the texture importer, or are you compressing the images outside of unity? If you aren't using any screen effects that need alpha channels on the skybox, change the compression method to DXT1 instead of DXT5 to get rid of some unnecessary data.
The texture format was PVRTC 2-bits. The only alternative I can really select where there's no artifacting is 24-bit True color. Maybe I will leave off compression on the Skybox. But I'm very surprised nobody's encountered this before with all the iOS development Unity is used for.
Yeah, me too- compressing your skybox seems like a no-brainer for decreasing the size of your application...
Or you could perhaps not use a skybox at all and instead use 2 cameras on different layers, one inside an actual box (or possibly another mesh)?
That's more of a means to and end- the textures would still be there, and the seams would still be a problem.
Why? Do you have seams on all your textures? Think tetrahedron or maybe a low-poly sphere with the texture on the inside and a static camera that only gets the same rotation as the main camera, rendering on a lower layer.
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