Post #3: first Unity/futile headscratcher

This took me a half hour or so to finally figure out, which sort of the point of diving into new tech. After getting my card atlas set up and put in the right place, seemed like a super easy next step to make a single card and put it on the screen.

Not so.

Screen Shot 2013-12-14 at 12.44.05 AM

Turns out my card atlas is 2048×2048, and by default Unity checks a box to down-res the size to 1024×1024. I ran through a few useless debug steps — making sure the current iphones support 2048×2048 textures (they do), making sure Unity supports that size (it does). Next step was to dive into Futile’s AddResolutionLevel to make sure I hadn’t mucked something up (I hadn’t).

After reading up and tracing through some of the resolution code, I found the image in the project folder to see what size it thought it was… and lo and behold there’s a default box checked to throttle the size down to 1024×1024. Sensible enough when you read the docs (artists like making huge textures), but an example of why I’m hesitant to use Unity in the first place… a confusing bug that was nowhere in my code!