Cuando se esté construyendo para diferentes plataformas, usted tiene que pensar acerca de la resolución de sus texturas para la plataforma objetivo, el tamaño y la calidad. Usted puede configurar las opciones por determinado y luego anular los predeterminados para una plataforma especifica.
This page details the Texture Overrides specific to iOS. A description of the general Texture Overrides can be found here.
Texture Format | Qué representación interna es utilizada para la textura. Este es un tradeoff entre el tamaño y la calidad. En los ejemplos de abajo nosotros mostramos el tamaño final de la textura del juego de 256 por 256 pixeles: |
RGB Compressed PVRTC 4 bits | Compressed RGB texture. This is the most common format for diffuse textures. 4 bits per pixel (32 KB for a 256x256 texture) |
RGBA Compressed PVRTC 4 bits | Compressed RGBA texture. This is the main format used for diffuse & specular control textures or diffuse textures with transparency. 4 bits per pixel (32 KB for a 256x256 texture) |
RGB Compressed PVRTC 2 bits | Compressed RGB texture. Lower quality format suitable for diffuse textures. 2 bits per pixel (16 KB for a 256x256 texture) |
RGBA Compressed PVRTC 2 bits | Compressed RGBA texture. Lower quality format suitable for diffuse & specular control textures. 2 bits per pixel (16 KB for a 256x256 texture) |
RGB Compressed DXT1 | Compressed RGB texture. This format is not supported on iOS, but kept for backwards compatibility with desktop projects. |
RGBA Compressed DXT5 | Compressed RGBA texture. This format is not supported on iOS, but kept for backwards compatibility with desktop projects. |
RGB 16 bit | 65 thousand colors with no alpha. Uses more memory than PVRTC formats, but could be more suitable for UI or crisp textures without gradients. 128 KB for a 256x256 texture. |
RGB 24 bit | Truecolor sin alpha. 192 KB para una textura de 256x256. |
Alpha 8 bit | Un canal alpha de alta calidad sin ningún color. 64 KB para una textura 256x256. |
RGBA 16 bit | Low-quality truecolor. Has 16 levels of red, green, blue and alpha. Uses more memory than PVRTC formats, but can be handy if you need exact alpha channel. 128 KB for a 256x256 texture. |
RGBA 32 bit | Truecolor with alpha - this is the highest quality. At 256 KB for a 256x256 texture, this one is expensive. Most of the time, PVRTC formats offers sufficient quality at a much smaller size. |
Compression quality | Choose Fast for quickest performance, Best for the best image quality and Normal for a balance between the two. |