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Technical UI in Mobile Games by Aryo
- 5. Scale down
• Lost image quality
Scale up
• Lose performance
SD – HD
• Best Approach
• Different image
- 9. Many Textures -> Many Draw Call
• Reduce Performance
Non power of two textures
• 550x330 -> 1024x1024
• Waste all extra space
- 10. Pack all textures into one texture
• Single Draw Call -> Increase Rendering Speed
Power of two atlas
• Efficient
- 12. 9 Parts
• 4 Parts Unscaled
• 2 Parts Scaled inY axis
• 2 Parts Scaled in X axis
• 1 Part Scaled in both axis
- 14. Unity support texture compression
• PVRTC 2bpp/4bpp
• DXT1/5
• ETC 4bpp / etc2 4bpp/8bpp
NGUI
• Anchor (top, left, right, bottom)
• Atlas package
• 9 Sliced sprite
• Sprite Fill & Color Tint