Author Topic: Atlas Import of 16 bit PNGs  (Read 3807 times)

fadeshiro

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Atlas Import of 16 bit PNGs
« on: May 13, 2014, 12:53:34 PM »
Hey! So, I've been struggling with this, and I have no idea how to fix this issue. I created a PNG that's pretty much just white with a drop shadow, which Unity keeps importing in the RGBA 16 bit format. You can see it in the bottom middle of the attached screenshot. It displays just fine if I attach it directly to a Sprite, and shows the proper white color.

The issue comes when I try to add it to an atlas to use in NGUI. You can see in the screenshot, the preview in the lower right (and the massive display of the sprite in the Game view) the entire sprite is darker than it should be! And sure enough, even in the atlas texture it's that grey color. Looking at what's different from this sprite to any others I've imported, it looks like it's the fact that it's RGBA 16 bit instead of ARGB 32, but I have no control over what Unity wants to import it as.

So, how do I fix this? Is this an issue with the Atlas importer? An issue that I can fix with Unity to force it to import the texture as 32 bit? I've tried everything and I have no idea what to do.

Thanks!

Nicki

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Re: Atlas Import of 16 bit PNGs
« Reply #1 on: May 13, 2014, 01:55:17 PM »
Try selecting the texture you imported into the atlas (the raw png) and force it to Automatic 32 bit (it's a drop down) in the inspector. Then update the atlas with that texture.

r.pedra

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Re: Atlas Import of 16 bit PNGs
« Reply #2 on: May 13, 2014, 02:03:30 PM »
On the import settings of your texture there is some tabs representing each platforms you can compile to. Try switching to every tabs and see if the Override button is not checked. It happens often when you are working on iPhone with low graphics settings in unity.