In Android Studio poor ImageButton quality - android

Ok I am creating an android app I have it all done the problem is a company wants me to use their logo on the ImageButton in the app. The problem is no matter what quality the image starts at and it doesn't matter if it is a 9 patch or just a png the image looks very pixelated unless it is very tiny which then means you can't see it when you run the app. I have looked and looked and every thing I have come across so far doesn't help.
Here is an example I am just using a pic off my computer as an example this ^^^^^ is the orignial.
Here is after hard to tell with out enlarging the picture it has to do with stretching to fit the background of the app or image button.

Related

why splash screen or launch screen image of flutter app is not being shown in high quality

In my flutter app i have set a *.PNG image as splash screen or starup screen to be shown when this app starts but it is not being shown in high quality and i have tried to set another high quality image then image spreads outside of the screen (kind of over zoomed) but i have seen many app's flash screen is in good quality, i have seen Splash Screen logo displayed is of poor quality i am seeking if there is another easy way to do so please let me know thanks
Things i am using (Flutter, on vscode, for android, on windows 10)
Using a static png file will almost always give you such problems. You need to consider different screen sizes and dpi for different devices. If you still want to use your own png convert it into svg with this site https://picsvg.com/ and convert it into material usable icon with this site https://android-material-icon-generator.bitdroid.de/. It is easy and will save you much effort.

Android icon getting cut off [React Native]

I just published my first App on Google Play, and everything seems good, except for the main icon. For some reason it keeps getting cut off on the edges. I have sized it to be 512x512 pixels in Photopea, and have tried making it smaller several times (the actual graphic within the 512x512 space), but nothing seems to make a difference.
How can I fix this? Please let me know if any details are needed. I am using Expo and have tried both expo publish and re-bundling and updating the app.
Thanks!
I realise that this is an old question but I had the same issue and this question was among first results.
The problem is because your icon is near the edges of the image and it is being cut off by android.
The solution is following:
It is recommended that you use a 1024x1024 png file,
leaving at least the outer 1/6 transparent on each side.

Is there any restriction for target images on EasyAR?

I have had problem with target images using EasyAR. I am developing my app on Unity. All ImageTarget's work fine and all target images are correctly recognized by the app when I run it on Unity. However, when I deploy the app to my Android phone, 2 of my target images can't get recognized. I have a total of 4 images in this app to be recognized: 2 photos of people, which work fine on PC and Android, and 2 pictures with white background, which work fine on PC but not on Android. You can see the not working images here.
I have tried resizing and inverting colors for those images, but it did not work. I also tried to set the ImageTarget to use a different image (a picture of myself, in this case) and it worked fine, which means the problem is not in the configuration of the ImageTarget.
So, my question is, do you know if there is any restriction for target images that would explain why my images are working on PC but not on Android? If not, can you guys help me figure out what is wrong with my app? I have been stuck in this problem for a long time!
Thank you very much.
The images are "difficult to detect" maybe (Reco difficulty) so I think, for make things easier you can add some frame around or line at bottom at the image. The reason of difference between could be the quarlity of cameras and/or speed of processor.
Also see Best practice for adding new target image

Unity texture poor quality

I've been playing around with Xcode and Unity for a while, and have made an app in Xcode which has a scrolling background. I want to basically re-create the app in Unity 2d, using the same set of images (if possible). I've imported all of the iPad sized images that I used in Xcode, but have noticed that the quality is a lot poorer when I build using Unity remote.
The image I'm most bothered about is the background, which is a repeating texture that scrolls across the screen. Do I have to mess around with the settings in Unity to get a better image quality? I'm using PNG. Surely the image can't be too small and therefore stretching because I'm using iPad sized images and running the app on Samsung Galaxy S6. Thanks in advance.
Unity Remote stream screenshots to your device, so the quality is not the final.
Maybe you can try to change the settings of UnityRemote.
See
http://docs.unity3d.com/es/current/Manual/UnityRemote4.html
More info/same question:
http://answers.unity3d.com/questions/408896/android-image-quality-is-poor-compared-to-the-qual.html
Find you image in Project tab and select it, then you should see something like this in inspector, experiment with values until you get results you are happy with.

Background image not showing -Android

I have written a Catching Fire Countdown app that has a background image. I had the image placed in all Drawable folders. I removed them so the file wasn't so large and I received complaints that the image no longer showed. I put the images back, the app updated, and I'm still being told that the picture isn't showing up on certain devices. Nexus 7 is one of them and Galaxy tab II are the 2 recent ones I've heard about. Instead of my image it is just a black background.
Any idea why? How can I get an image to display on EVERY device?
I was reading something about tablets, the image, and it being a possible out of memory thing? Does that sound familiar to anyone?
Put your set of image in every following folder
**drawable-mdpi
drawable-ldpi
drawable-hdpi
drawable-xhdpi**
After looking into drawable-mdpi,drawable-ldpi,drawable-hdpi,drawable-xhdpi.Last place where the Android OS looks for the Image if it is unable to find that image, is the drawable folder So try placing the image in it also and see if it works.

Categories

Resources