Monthly archives: December, 2014

Kindle Fire HDX and Unity

Unity and the Kindle Fire HDX… a Christmas story!

As most of you know, I have been working on my wife’s game, Notespace, for the last year. It has been an epic adventure filled with joy and peril but treacherous waters of publishing on Android. You can avoid a lot of the problems by publishing multiple builds per texture compression but every now and then you get those sharp rocks that come out of no where. And that, for me, was the mysterious crashing on Kindle Fire HDX devices.

Now before I move on, for those that don’t already know, Android devices use an array of GPU’s where as iOS devices only use one (Power VR). This generally does not affect you in anyway except when it comes to texture compression that has alpha. Unity’s default Android compression setting is ETC 1/ RGBA16. What that means is that it will compress power of 2 textures with no alpha as ETC 1 (an older OpenGL format) and will set compressed textures with alpha to RGBA 16. On average, RGBA16 will be at least double the size as your compressed texture so it has the ability of sending your GPU memory usage over the edge. That being said, I have not actually seen that happen on a device but that kinda means nothing on Android with a gazillion devices on the market. Whats more important is that 16 bit textures can look really bad, especially if you have a lot of gradient work. So there is 2 ways around it. 1) Build a custom shader for your compressed images with alpha…




Unity Cloud Build

Collective Mass Radio #15: Unity Cloud Build

As always, check out the rest of the blog as well as the other Collective Mass Radio podcasts on the site. Thank you so much to the team at Unity Cloud Build for taking the time. If you have not already, check out the product at https://build.cloud.unity3d.com. It’s truly an amazing product, especially if you are a continuous integration shop. The service is currently in Beta and open to Unity Pro license holders only for no extra charge. That alone is a big deal if you think about the bandwidth implications. The service will be available to all and, so far, there will be a free tier for all of us broke indies out there. I think their Twitter handle is @UnityCloudBuild but their is not much going on their right now. I think they are too busy making a kick ass product.