Hi Everyone,
Noob to PlayCanvas and an artist here.
I typically work with Unity and Unreal so this is typically taken care of by the programmer, but we don’t have one free for this eval we are doing so I am taking care of this so far.
I have a build that works on Android and not iOS via the Web Player (Chrome / Safari)
I am completely new so any help would be appreciated.
The projects are public, hopefully I am sharing the right links the right way.
It’s very possible that you are running out of VRAM given the number of 2K textures you have in the project. Try this build on iOS of the 2K version that I’ve branched and used the texture compression. If this works then it’s most likely a VRAM issue. https://playcanv.as/b/Kje3BO56/
Just to update.
Confirming this worked, it’s now my standard workflow. Awesome feature. Used to this being automatic almost in Unreal and Unity to such a large degree. I love it.
Feature request : Could this be a global import switch? It’s not difficult to convert, but on more complex projects it’s some thing that has to be managed by hand and being global would be a great option to have.
Yes, we could potentially look at auto-generating compressed textures on import. The reason we don’t do that at the moment is that is a very large CPU cost to compress and vast numbers of textures are uploaded to PlayCanvas, and often, users don’t want or need it. We’ll discuss internally. Perhaps an auto-generate option that is initially off could be added. But with it being so easy to multi-select all textures in your app, it takes literally seconds to do this anyway.
Pro-tip:
To select all textures in your project and compress do:
That’s how I do it now, it’s a very good feature!
I noticed you were checking off all the option, could you explain whay and how that affects the project,
So far I am only using the PVR set to 2 BP on the advice from the forum, and because it’s been super efficient.
Can I ask what the advantage or purpose is, out of my own lack of knowledge only!
I never got too deep into these compression formats other than the settings in Unity and Unreal and DDS in the past out of Photoshop. Very curious to learn more.
Mike