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I am developing an iOS game that is designed to run on the iPhone 3GS, iPhone4, and iPad. Does Unity provide a method to load higher resolution textures for the iPhone4/iPad and lower resolution textures for the 3GS? I'm basically looking for something similar in functionality to the "@2x" feature that Apple's UIKit provides. Ideally, this solution would work for both model textures and UI textures. I could just use all high resolution textures, but then I would have to worry about the smaller RAM size on the 3GS. So, I'm looking for a more robust solution. Thanks!
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For model textures you just have to:
Sample code:
For GUI stuff mip maps are not desirable and in this case Resources.Load is your friend. Thanks, that seems very simple! I'll give it a try.
Sep 29 '10 at 03:56 PM
TimYanalunas
I believe that still the highest resolution texture is loaded into RAM though only a specific MipMap Level is processed in the renderer. So still the same RAM usage?!
Jul 14 '11 at 07:44 PM
synapsemassage
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