Unity Sprite Sheet jagged on Android Device - android

I am using 2D sprite sheet to show an animation. It's working correct in editor and many Android devices except a specific Android (Nexus 5, Android 6) where the images looks jagged.
The sprite sheet size is 3115 x 4361. Here are the sprite settings:
I tried Filter Mode to Point as well but the result is the same.
Here are the screenshots:
What could be the reason? It only happens on Nexus 5 (tested on more than 10 physical Android devices and Unity Editor).

Turning on Generate Mip Maps for the specific sprite solved the problem.

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Why does my app behave strangely on Android 13?

Do you have any idea what could be the possible causes for the next app strange behavior on Android 13?
Recently (6th January 2023) I published my android game, Focus Pocus, on Google Play. Game link: https://play.google.com/store/apps/details?id=com.JarekApps.FocusPocus
It works as expected on Android versions older than Android 13. It used to work ok also on Android 13, but after last Android 13 software update, android draws a thin white horizontal line at the top of the screen, over my game. It is like a line under the Android notification bar (exactly under the front camera of my Samsung Galaxy A53).
Basically, the game has the portrait screen divided in two: the top half is a canvas and the bottom half is a table arrangement with buttons.
In android 13, the canvas part doesn't work well...if I hold the finger on the image sprite in the canvas (the floating number) while i click the same number on the keyboard, it doesn't work or the sprite is "jumpping" to another position and i lose a life in the game (it should not have this behavior).
The strange thing is that if i restart my phone, THE FIRST TIME when i play the game after the phone restart, it works as expected, but, after i close the game and reopen it, Android 13 makes the changes with the line and the canvas/touch bugs appear.
My game targets API 31
I tested it on another phone with Android 13 (samsung galaxy A51) and it has the same problem.
Thanks in advance for your suggestions.

Unity 5 - UI mask working incorrect (as 2D Rect Mask) on android HTC One

I have created simple scene for test in Unity 5.4.2f1 and added scroll rect with mask sprite.
Sprite settings are these:
In the Unity Editor and on all my android devices, such as Samsung Galaxy Tab Pro and Nexus 5X are working perfectly:
But on my HTC One (Android 5.0.2) it's working not correctly. Mask script is behaving like Rect Mask 2D script:

Unity-based Android game screen cut diagonally in half under Lollipop (but not under Jelly Bean)

The screen in my Android phone is cut in half diagonally.
(Click image to enlarge)
I'm using Unity 3D game engine. After building it and installing it in my phone which is running Android Lollipop, the screen of the game I created is cut in half diagonally. I tried to install it in another phone running Android Jelly Bean, and it works properly.
I've searched many forums already. I hope someone can help me.
It is a Z position problem. you can either move all objects to -1(or less), or you can move the Quad(if that what you are using, to 1 (or greater), that will fix it

Android OpenGLES 1.0 game displays black screen on Nexus 7

I've made a game that uses OpenGL 1.0 on Android. It works fine on my Android 2.3 phone but displays a black screen on my nexus 7 (now Android 4.4). The music and sound seem to be working fine just the display is black. I'm wondering what the possible issues could be. This is hard to debug because there are no error messages that I can see. Any suggestions on how to debug this?
Maybe too old question. But I met same issue on Nexus 7 first generation.
I rescaled all textures to size power of 2 like 128x128, 256x256, 512x512 etc. and problem got solved.

Texture is not fully displayed on some devices, but doing well in others, using cocos2d-x

I this application, which is a simple game, it loads texture file from the resources.
The texture is not fully displayed on device [Allwinner a13 9 inch, Android 4.0]
However, in another device [Nexus 7, Android 4.2.1], it works perfectly.
Just wondering what is this problem could be. Thanks!!
BTW: I am using cocos2d-x
resolution of allwinner is less than nexus so i think that this difference made the mess and you should use retina desplay and other options in cocos2d-x for doing the job.

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