
making spriteless fullscreen clickareas like: When can we release anything with unity ? none of the untiy 5 versions are good for any release.Īnd another problem also popped up. in 5.2.2p3 the last button is now the only one hilighting. before 5.2.2p3 if you have horizontal group of buttons the first button is always hilighted when hovering over any button. just like the fonts did before, every about 1 second the slider graphics are showing corrupt images.Īnd in addition to this, which is broken in Unity 5 also, horizontal groups of buttons, they are showing wrong button hilights. BUT the Unity 5 is still unusable, now in 5.2.3p3 the sliders are flashing broken. it has been there since unity 3?!? now it looks like working in 5.2.2p3, no more 1-frame broken garbage. will continue looking.įinally you did fix the dynamic font texture issue. Should be 2mb, not 4mb? Still no explanation for this. ETC1 is part of OpenGL ES 2.0 and is supported by all OpenGL ES 2.0 GPUs. This is the default texture format for Android projects. RGB Compressed ETC 4 bits Compressed RGB texture. You can see that our 2048x2048 solid sheets increase to 4mb with no other changes.ĭefinition of my compression from Unity docs: 5.2.2 doubles the Texture2D memory usage over 5.1.3. This can easily be reproduced by switching between the projects, and rebuilding. Once we update to 5.2.2f1, all of our packed textures just increase in memory size. To be clear, I'm talking about a sheet compressed for android with the setting 'RGB Compressed ETC 4 bits':

Check out this image taken in the profiler while using 5.1.3:Ī sprite-packed 2048x2048 sheet would previously consume 2mb of Texture2D memory: The most recent issue I've raised, and an issue that remains in the latest 5.2.2f1 update is that our texture memory has nearly doubled. GameObject.Instantiate( Resources.Load( "Prefabs/GUI/CanvasAndImage" ) as GameObject ) īFGS, my initial issue you referenced was resolved in the 5.2.1 patches. One more edit: 5.2.1p2 crashes in Editor always now when instatiating ui elements from resources.

The sprite in the correct location is not affected by the color of its color. when i modify the color of the sprite while in Play mode only the center of the screen sprites color is changing. center of the screen and the location where it should be. So now i have many places showing the whole sprite atlas instead of the slider or sliced image.Īlso, some locations there are double times the same sprite Image. Looks like it is rendering the whole atlas in full screen. When the Image slicing parameter is not touched the frame is renderd full of garbage.


Hey, looks like the raycasting problem is now fixed at least for me in the version 5.2.1p2.Īll the gui buttons are now clickable and no rays going thru.
