mattboch’s sprite display tutorial

mattboch’s sprite display tutorial

I need to apply the settings to everything still, but that’s a preview

[7:18]
and FRAPs will look worse than IRL so yeah, you can come check it out if you want! (edited)

mattboch
[7:32 PM]
ok so here’s what I did:

[7:33]
1. Project Settings -> Player -> Other Settings -> Color Space -> Set to: “Linear”

[7:34]
2. For all your sprites:
https://cl.ly/1O0m0n1z293C

[7:35]
(mip maps: on, mip map filtering: kaiser, filter mode: bilinear, compression: none) (edited)

[7:36]
3. Project Settings -> Quality -> AntiAliasing-> 8x Multisampling

mattboch
[7:41 PM]
4. Additionally, you can try the other types of anti aliasing (these weren’t actually on when we were just looking at it) but you may not have to. I would recommend using the post proc stack over the bit bucket cinematic effects repo but here’s both:
post proc stack: https://www.assetstore.unity3d.com/en/#!/content/83912
cinematic effects: https://bitbucket.org/Unity-Technologies/cinematic-image-effects
Bitbucket
Unity-Technologies / cinematic-image-effects
Unity Cinematic Image Effects
(edited)

[7:44]
As an aside, this kind of attention to detail eventually leads you down roads like this: http://blog.us.playstation.com/2014/05/14/n-on-ps4-graphics/
PlayStation.Blog
N++ on PS4: Graphics ++
Hello again! We’re back with another blog post; this time we thought we’d talk about one of the new things we’re most happy with in N++: the graphics. One of the main inspirations for the look of N++ was print-based graphic design: bold, smooth blocks of color with crisp, sharp edges. (109kB)

[7:45]

”’The shapes we want to draw are defined geometrically, and a pixel’s color is determined by how much of each piece of geometry overlaps it.
This is a huge number of calculations, since it has to be done once for every pixel for every layer (most things in N++ are made of 4-8 layers); this also means generating a lot of geometry — each frame of N++ is made of up to 1,703,936 triangles!
The result is immaculately smooth anti-aliasing, which runs at a flawless 60fps/1080p.
As far as we can tell, it’s equivalent to 256x MSAA!! (or more — Shawn insists that it’s equivalent to 4,294,967,296x MSAA, and I guess he should know since he programmed it, but Shawn is often prone to hyperbole, and so although we actually do agree that theoretically it may be 2^32x MSAA, for the sake of avoiding any possible false advertising, we’ll go with the lower bound. Either way, the point is: it looks amazing.)

[Unity Reminder] Tips

OnMouseDown ()
When Parent Object has rigidbody on it, the OnMouseDown () function cannot be detected on the Child Object.

Quaternion.operator *
1) public static Quaternion operator *(Quaternion lhs, Quaternion rhs);
– Combines rotations lhs and rhs.
2) public static Vector3 operator *(Quaternion g_rotation, Vector3 g_point);
– Rotates the point g_point with g_rotation.

Skybox
Texture “Wrap Mode” should be “Clamp”