Author Topic: NGUI vs uGUI: Using just HD sprites  (Read 6351 times)

justinISO

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NGUI vs uGUI: Using just HD sprites
« on: April 29, 2015, 10:13:18 AM »
I have been using NGUI for a long time now and I love it! I have not looked much at uGUI since it has come out, but the other day I decided to look into it. One thing I noticed right off the bat and wanted to discuss here was that I seemed to be able to put a retina version of a sprite in uGUI and scale it down to SD size, and it always looks sharp as I re-size the screen.

My standard workflow with NGUI usually consisted of me creating both an HD and SD atlas and swapping on run time. However, it appears with uGUI I may be able to get away with just using the HD version and it will just work.

If I try to put the HD version of a sprite in NGUI down to SD size it appears fuzzy and doesn't sharpen up until I increase screen size. Is there something in NGUI that I am missing that would allow me this usability? Or is this just a point for uGUI?

Thanks!

~Justin 

ArenMook

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Re: NGUI vs uGUI: Using just HD sprites
« Reply #1 on: April 29, 2015, 09:13:53 PM »
Have you tried matching the texture settings of the two? Filtering, mipmapping etc?

TGillissie

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Re: NGUI vs uGUI: Using just HD sprites
« Reply #2 on: April 30, 2015, 12:59:22 AM »
Also, as a quick note... even if the HD texture does look at at low res (probably due to mipmapping), it doesn't help with saving texture memory. Using the low res replacement atlas is better for memory if you don't need the HD one.

justinISO

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Re: NGUI vs uGUI: Using just HD sprites
« Reply #3 on: April 30, 2015, 10:34:42 AM »
I feel silly because I always looked at the atlas from NGUI as a fire and forget situation. Changing the settings on the atlas texture worked to give me the same functionality so thank you for that! I have not found a way to see the setting on the atlas that uGUI makes, so the bonus point has moved back to NGUI.

Also, I completely agree that this is not an ideal way to do things, but I have artists that are excited at the idea of only exporting/managing one set of assets. They look at it as halving their work and I can only argue so much about doing things the "right" way. So for now I will go with it until we actually have a memory issue.

Thanks again for the help!