I'm using Unity to develop a game, but my terrain textures come out pixelated. I've tried disabling Mipmaps and lowering the quality, but ONLY terrain textures are affected, and nothing I've tried works. This doesn't happen on my Note 3, same program. Notice that it only affects the grass, not the tree.
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You should try posting in the Unity forums instead, you might get a better response. It might have to do with the different quality settings, unless you don't have different quality settings (like you don't have lower resolution terrain textures and you have the different quality settings disabled). It's kinda of hard to diagnose your problem without a test build, source etc.
Weird. I put my project settings on beautiful and don't have any issues. I agree that the Unity board is probably better, though. Maybe even the Shield one since they have some specific developer guides for Unity.
No idea, the only think that im thinking is the openGL libraries i really don't know i agree with the others that you need to post on unity forum
psycho1200 said:
No idea, the only think that im thinking is the openGL libraries i really don't know i agree with the others that you need to post on unity forum
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I'm currently taking a class that is focused on developing a full Unity multiplayer game in two weeks. Not once has anyone referenced xda. If you think "No idea" will be the same answer there, then it wouldn't matter. We don't know, but at least tried to point somewhere that would.
Related
Hi everyone, 1st post
I have a Q 9h which is a very problematic smartphone when using software made for portrait screens and games. Garbled screen or incomplete display is common. I've read that screen rotation and correct GAPI implementation would increase compatibility a lot.
With lack of screen rotation, software made for 240x320 smartphones or PocketPC doesn't work properly. The best I could do was changing DPI:
[HKEY_LOCAL_MACHINE\Drivers\Display\dpi]
"LogicalPixelsX"=dword:00000060
"LogicalPixelsY"=dword:00000060
After changing 131 to 96 fits a lot more on the screen. Then I decreased font size too and played with a virtual cursor utility. But it's somewhat half-assed.
The other problem can be seen here:
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This explains what I mean: http://www.modaco.com/content/q-q-m...-the-motorola-q-what-developers-need-to-know/
I've read 50+ forum threads by now, downloaded software kits and source code, even searched hacking tools. I've downloaded multiple versions of gx.dll and the source code and tried to recompile it. I've tried whatever I remember in almost a week. I've downloaded 20+ emulators (sometimes multiple versions) and I only found 3 that work. Then it happens in native games too. The problem may be related with PowerVR drivers either.
Honestly I'm exhausted and getting nowhere, please help. Cheers and thanks for reading.
bump. help
I searched on the xda Forum, but i found nothing, so i decided to create this request post.
I found a usefull option on the iPhone 4G.
In fact, you can inverse all color of the screen, so you can see your films, your photos, play to your favorite games in negative effect.
For example, this is the screen with the button and the effect :
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I hope someone will help me to find it, if this option exists.
And if it does not exist, i hope someone can create it, with for exemple a name like HD2 Negativ Color.
That would be nice!
lewrydiboys said:
That would be nice!
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I agree with you, it is very nive.
Personally i think it improves the look of iOS but I dont understand the purpose of it....
why would you want to watch video or play a game with inverted colours??
much confusion......
conantroutman said:
Personally i think it improves the look of iOS but I dont understand the purpose of it....
why would you want to watch video or play a game with inverted colours??
much confusion......
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This option is very simple, it is useless, but very funny.
You turn on or off just a button, and your screen go in negative.
So yes, you will play, look a film, take a picture, every thing in negative.
The iPhone do it in the last release, it is very fun.
indeed
This function is very usefull and something i've been looking to get for my galaxy s2 for some time now as it would drastically reduce the amount of power my phone would use while reading PDF's with Adobe
This app is the first one I have been able to actually make myself and make it do something. I did this through App Inventor.
It's a terrible app really, but I just figured maybe the community might think it as a funny one
I call it a TrollApp, but there's nothing NSFW or bad about it.
I am just really happy to actually have made my own app (mo-betta appz to come!)
Pet Ze' Keety!
Download here: http://www.mediafire.com/?ndxpchh9duzndja
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Oh, and since this app is so simple, if anyone would like I would be more than happy to post the source code. The whole thing consists of 3 mp3 files, and 3 pictures. Two timers (clocks in app inventor) are used and.... That's about it. But I am definitely going to be doing more with this!
Good luck to you. And at least you can say, you have made an App!
Everyone starts by learning the Basics first.
Regards and well done.
Thank you for the kind words. TBH can't say I haven't tried before..
I have been wanting to program for Android for quite some time now. I cant even really count how many times I have successfully set up Eclipse and ADK and even ran through the demos quite a bit as well, but I have never actually been able to successfully go it on my own.
Some people would say I copped out with using app inventor (it is actually MUCH easier to work with) however as a negative side note, that's also why this simple app is 2.5mb instead of what it should be for what it is (about 900k). Could be the media involved though.
I have made roms, scripts, and everything else but finally I have made a program
This is my first game,so i wanted to share it here to gather feedback from everyone.
The game is developed with Unity and i'm going to update it as soon as i can with more features.
Link:
http://tinyurl.com/oqaxmf9
Screen:
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davidesocol said:
This is my first game,so i wanted to share it here to gather feedback from everyone.
The game is developed with Unity and i'm going to update it as soon as i can with more features.
Link:
http://tinyurl.com/oqaxmf9
Screen:
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Was it difficult to use unity? How long did it take you to build this game??
kapetan_sifakas said:
Was it difficult to use unity? How long did it take you to build this game??
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when i got the basics it wasn't hard to do to the actual game.
Only issue is the fact that there's no native way to implement admob,play games,google nalytics and even the play store licensing.
I had to rely on plugins and scripts from third-parties,wich worked,but it would have been nice if unity could handle those.Maybe is in the android pro pack i don't know for sure.
When android L comes out i'll probably consider re-writing the whole game without unity,so that i can work with all that good material design stuff and learn actual android programming,not only js scripting with unity.Also i think this game would look super-slick if material designed
I think you did a great job, but does the timer have to be so prominent? The flashing counter is kind of distracting. Personally I don't feel it needs to be timed at all, but in any case could you make it smaller?
Hello! This post goes into General since I haven't gotten up to the post count necessary for the app-development forums.
This post has also been posted on Reddit , but I was suggested to go here instead.
New to developing in Android here. I'm trying to work out best practices and discuss design-principles to make the UI shown in the image here:
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It is an infotainment UI possibly for a car where you have several elements with diffrent functionatlity.
The navigation part should be updated continously, the mediapart should be able to scroll horizontally through albums with animation etc.
There are some things I would like the UI to handle:
* I would really like this UI to be dynamicly sized depending on Screensize. (But if it is not possible I would like to discuss it)
* I want to seperate code for each element.
Last I dabbled with Android it was through "Fragments". I get the general sense that Fragments have been faced out
but I cant get a clear picture of what it got replaced with.
I guess what I would humbly like to have a discussion about is , how the wonderful Android Developers of XDA
would go about designing something like this?
Thank you for your time!
//Simon
helo dear
sometime full help something nice
kashif3242 said:
sometime full help something nice
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I am not sure I understand. ^^