Hello,
we are using NGUI for the UI of our game.
We are going to add a "customization" window where user can change several parts of his car.
For example, he will be able to change rim type.
I implemented this with a grid with thumbs of all the various rims.
Each rim should be a UISprite, so i created a atlas with all the rims thumbs.
The problem is that the atlas is now a 4mb atlas, but it will probably become 16mb with all other possible customizations (tires, body etc.). We already have another 16 mb atlas for the menu and another 4 mb atlas for country flags.
Since our we target mobile devices, my fear is that at game start all these atlas will be loaded into memory, filling the capacity of the lower end devices.
So i was thinking about a dynamic load of the thumbs using Resource.Load with a UITexture component.
The problem is that for some strange reason the same texture is displayed in a lower quality respect of the same using UISprite (it seems a scaling style issue, cause it happens when FixedSize or FixedSizeOnMobile is selected).
In particular it looks like antialias is off. In both cases texture is pixel perfect.
Please have a look to the attached image to check the differences.