Author Topic: UI Sprite issues on android devices  (Read 8993 times)

sathyaraj

  • Newbie
  • *
  • Thank You
  • -Given: 0
  • -Receive: 0
  • Posts: 5
    • View Profile
UI Sprite issues on android devices
« on: April 02, 2013, 06:08:13 AM »
Hi,

 I am trying to deploy the same project on different android tablets and phones but on few android devices i m getting this creepy UI issues. On kindle Devices projects works fine and on all samsung galaxy tablets and mobiles and getting gray patches. How do i get this fixed !


« Last Edit: April 02, 2013, 02:34:57 PM by sathyaraj »

ArenMook

  • Administrator
  • Hero Member
  • *****
  • Thank You
  • -Given: 337
  • -Receive: 1171
  • Posts: 22,128
  • Toronto, Canada
    • View Profile
Re: UI Sprite issues on android devices
« Reply #1 on: April 02, 2013, 11:04:07 PM »
Uncheck the "depth pass" on your panels.

sathyaraj

  • Newbie
  • *
  • Thank You
  • -Given: 0
  • -Receive: 0
  • Posts: 5
    • View Profile
Re: UI Sprite issues on android devices
« Reply #2 on: April 02, 2013, 11:57:53 PM »
I just canged OpenglES 2.0 to 1.0. it worked for me. thanks.

unity1.ftb

  • Newbie
  • *
  • Thank You
  • -Given: 0
  • -Receive: 0
  • Posts: 3
    • View Profile
Re: UI Sprite issues on android devices
« Reply #3 on: April 08, 2013, 06:31:18 AM »
Hi,

Can you explain why this option is not supported in some android devices, please? (just to learn)

I'm porting one of our ios projects to android and was having this problem. Unchecking depth pass does solve the issues, but there are too many panels in the project to check manually (is a "manager" like game, too many interfaces...). Is there a more global workarround or method to solve this all across the app at once?

Thanks and have a nice day

Nicki

  • Global Moderator
  • Hero Member
  • *****
  • Thank You
  • -Given: 33
  • -Receive: 141
  • Posts: 1,768
    • View Profile
Re: UI Sprite issues on android devices
« Reply #4 on: April 08, 2013, 01:47:44 PM »
Hmm, you could make an editor script that runs through the entire project and unchecks all of them. I'm assuming you have them all in prefabs.

Afaik, OpenGL 1.0 is not supported because of clipping. If you don't use that, I think you can theoretically use 1.0.

I'm not entirely certain what depth pass actually does, so I can't be much help on why it happens.

AdamRickert

  • Guest
Re: UI Sprite issues on android devices
« Reply #5 on: July 15, 2013, 02:24:33 PM »
I had this exact same problem and it was solved by turning off Depth Pass on all my panels. The downside is that I now need to reorder a number of objects to get everything to display correctly because I have 2 atlases (1 for all my sprites and one for glow-y special effects sprites stuff) and have the background and foreground sprites on the main atlas and the glow effects are generally sandwiched between the two meaning the glow effects are getting drawn in front of the background and foreground sprites and without Depth Pass turned on they aren't respecting Z-indexing and I'll have to make a couple more panels and use the ngui depth instead.  :'(

Nicki

  • Global Moderator
  • Hero Member
  • *****
  • Thank You
  • -Given: 33
  • -Receive: 141
  • Posts: 1,768
    • View Profile
Re: UI Sprite issues on android devices
« Reply #6 on: July 25, 2013, 01:01:12 PM »
Adam: I sympathize. Using multiple Atlases can get quite messy - see if you can arrange the sprites so that one atlas should always be on top of the other that will help you.