but how does that effect the iOS as far as the memory footprint or memory bandwidth. Start TexturePacker and select Wave Engine template. There are also some great posts to help you. After that you can edit it as a normal Sprite Sheet: Add sprites, animation, etc Step by step tutorial. Besides TexturePacker, Felgo has added support for R.U.B.E and Spine animations. So it’s now possible to optimize all of your image assets for Felgo games. This is a new tutorial from the developers of TexturePacker.
I want to convert all these to pvr, I want to try PVRTC4NOALPHA but RBG565 will probably work too. Check out the TexturePacker Tutorial You can also use TexturePacker to control fully animated sprites and static images such as backgrounds. The complete tutorial is available from here: Creating sprite sheets for Phaser 3 with TexturePacker. Basically I have a bunch of textures for a Desktop app, some are huge 2048x2048 and some are NPOT non square. Phaser 3 sprite sheet optimization tutorial. We might have to go with RGBA16 bit to keep the icons looking good. I'm doing something similar to this, using texturepacker just for it's compression capabilities. we are sorta new to the whole iOS development so I'm always a bit concerned about memory usages on the device, and our game is UI heavy. and lastly with UI elements its always a bit tricky cause you can get banding quite drastically when using pvr 2 or 4 bit.
I guess my first question is can you create a great looking pvr that can be pulled into unity and used on the iOS. But among the Crash Bandicoots and Bubsy 3Ds of the era were games that carried on the tradition of 2D platforming instead of using 3D to experiment with new control schemes and ideas. pvr file into unity, it flips it upside down (this is a known bug) but I have a 512x512 texture atlas that says its RGBA 32bit 1.0MB. The 32-bit era was loaded with experimentation, as developers used the upgraded technology to explore the possibilities of 3D space. Hmm, I stumbled upon this thread when looking for a way to get better compressed PVR textures than what Unitys built in function does, its very limited but as some people point out in the thread its what apple uses to its guaranteed to work, but with that said I'm testing texturepacker for our UI elements and when I drag the created.