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Messages - firmamentcloud

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i want it to clean :'(

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NGUI 3 Support / Re: Why not support Atlases as PNGs in fanal build
« on: October 08, 2014, 04:17:42 AM »
The final build is zipped on iOS and similarly packed on Android, so having them in true color makes very little difference download size wise vs manually loading in PNGs.

If you want to try it, put a huge png file into Resources and rename its last name from .png to .bytes and load it in with this: http://docs.unity3d.com/ScriptReference/Texture2D.LoadImage.html

In practice, you won't gain much.



I just want to compression NGUI atlas , I used your suggest : convert atlas to ".bytes" , and load when start game, but it dose't work , maybe need NGUI function support

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NGUI 3 Support / Re: Why not support Atlases as PNGs in fanal build
« on: September 28, 2014, 04:56:00 AM »
But in unity final build to android or ios , .apk or .api  install file will very very big!

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NGUI 3 Support / Why not support Atlases as PNGs in fanal build
« on: September 27, 2014, 12:45:20 PM »
i find (ture colour)Atlases texture is not compress!
i know ture colour will use more memory , but i just want to bring my built size down
it will make my moblie game decrease more than half size!
it's very important,because we have very beautifule picture~
 :'(   :'(

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