Variable, depending on the complexity of the content in the texture. See Notes, above, for more on crunch compression. Similar to RGB Compressed DXT1, but compressed using Crunch compression. ![]() Note: With linear rendering on web browser that doesn’t support sRGB DXT, textures are uncompressed at run time to RGBA32. Windows, Linux, macOS, PS4, XBox One, Android (Nvidia Tegra and Intel Bay Trail), WebGL Crunch Textures can take a long time to compress, but decompression at run time is very fast.Ĭompressed unsigned normalised integer RGB Texture. Crunch compression helps the Texture use the lowest possible amount of space on disk and for downloads. Textures are decompressed to DXT or ETC on the CPU, and then uploaded to the GPU at run time. RGBA is a version of RGB with an alpha channel, which supports blending and opacity alteration.Ĭrunch compression is a lossy compression format (meaning that parts of the data are lost during compression) on top of DXT or ETC Texture compression. RGB is a color model in which red, green and blue are added together in various ways to reproduce a broad array of colors. The table below shows supported platforms for each compression format. In addition, all platforms have different hardware, and are optimised to work most efficiently with specific compression formats choosing non-compatible formats can impact your game’s performance. When this happens, time is lost decompressing Textures, and memory is lost because you are storing them twice. When you use a Texture compression format that is not supported on the target platform, the Textures are decompressed to RGBA 32 and stored in memory alongside the compressed Textures. In the description below, see the final file size of a in-game Texture of 256 by 256 pixels. Choosing a Texture compression format is a balance between file size and quality the higher the quality, the greater the file size. The following table shows the Texture compression format options available on each platform, and the resulting compressed file size (based on a 256px-square image). PlatformĪll supported Texture compression formats The following table shows the default formats used for each platform. Default internal Texture representation per platform To apply custom settings for each platform, use the Texture Importer to set default options, then use the Platform-specific overrides panel to override those defaults for specific platforms. Unity has certain default formats set up for each platform, but in some situations you may want to override the default and pick a different compression format for some of your Textures (for example, if you are using a Texture as a mask, with only one channel, you might choose to use the BC4 format to save space while preserving quality). However, on most platforms there are a number of different supported Texture compression formats to choose from. Only the converted Textures are included in your build your source Asset files are left in their original format, in your project’s Assets folder. The various different platforms and devices available each have their own different proprietary formats.īy default, the Unity Editor automatically converts Textures to the most appropriate format to match the build target you have selected. 3D graphics hardware requires Textures to be compressed in specialized formats which are optimised for fast Texture sampling. To me, this implies that the model has everything it needs, but that doesn't seem to be the case.While Unity supports many common image formats as source files for importing your Textures (such as JPG, PNG, PSD and TGA), these formats are not used during realtime rendering by 3D graphics hardware such as a graphics card or mobile device. Should I need to drag an image on top of the model post-import? Note that upon importing, the Inspector states that materials are embedded inside the asset. ![]() is simple, but from there I seem to get lost. Can someone explain how to make the PNG file lay correctly on the model?Īlso, please tell me if I am correctly importing the FBX file. I have tried numerous combinations of rotating the model, but always get the same result (180 degrees off). When I drag the PNG file on top of the model in my scene, it is rotated 180 degrees from what it should be. One of the PNG files appears to be the image which should be overlaid on the model. I have tried dozens of ways to import the model (3DS, FBX, DAE.), but I mostly just get the basic model with no texture (white on all sides). ![]() ![]() I downloaded a zip file that contains the following files: 3DS, DAE, FBX, MTL, OBJ, TGA, and several PNG files. I am having problems importing an FBX file into Unity.
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