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Sprite3D nodes are invisible on mobile devices? #60103

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Tianmaru opened this issue Apr 10, 2022 · 6 comments
Closed

Sprite3D nodes are invisible on mobile devices? #60103

Tianmaru opened this issue Apr 10, 2022 · 6 comments

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@Tianmaru
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Godot version

3.4.3.stable.official

System information

Debian 11, GLES2

Issue description

In a game about cleaning your room, we used Sprite3D nodes, to distribute T-Shirt sprites across a room.
If I test the HTML5 export on my PC, everything looks fine. However, I also tried the game on two tablets (IPad as well as Android), and for some reason, there were no T-Shirts to see. At first, I thought it was a bug in my code - but now I am pretty sure they are just invisible?
Am I missing some option in the project settings? I don't know what could cause this behaviour.

Steps to reproduce

Add a Sprite3D node, add a texture and test it on PC and mobile.

Minimal reproduction project

You can also test our game (https://tianmaru.itch.io/kuddelmuddel). There should be T-Shirts visible in the title screen.

@clayjohn
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Can you provide more information about your setup.

For example, do you have VRAM compression turned on when importing the t-shirts?

Do you get any errors when you run the scene on the platforms where things break?

Do you have any special shader on the t-shirts?

@Calinou
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Calinou commented Apr 10, 2022

Can you reproduce this after selecting the Sprite3D's texture in the FileSystem dock, disabling Mipmaps in the Import dock, clicking Reimport then exporting to Android again? If so, this is a duplicate of #54220.

@Tianmaru
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Thanks for your replies.
@clayjohn Yes, VRAM compression was enabled. No, there is no special shader on the t-shirts, it is just a Sprite3D node with the texture set to a PNG file. The only things I changed is the modulate property, the pixel size set to 0.001 and axis to Y-axis. I don't know how to test for error messages, but at least the game doesn't crash and otherwise seems to behave normally on tablets.
@Calinou thanks, I will give that a try. I will keep you informed if that helped.
I found something about texture sizes being required to be a power of 2 for mobile device, is that relevant for my case?

@clayjohn
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I found something about texture sizes being required to be a power of 2 for mobile device, is that relevant for my case?

Potentially, Godot automatically resizes non power of 2 textures where necessary. But there could be something going wrong with the resize.

@Tianmaru
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I disabled mipmaps, changed compression from vram to lossless and, just to be sure, rescaled the images to 256x256. Now it is working!

@Calinou
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Calinou commented Apr 11, 2022

Duplicate of #54220.

@Calinou Calinou closed this as completed Apr 11, 2022
@Calinou Calinou removed this from the 3.x milestone Apr 11, 2022
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