Textures look pixelated on Android

Hi,
When building our game on Android many of the tiling textures look extremely pixelated. I have included a screenshot from the editor and from my device.

The problem is caused by using tiling materials and it can be fixed to some extent by decreasing the tiling amount (in a texture coordinate node in the material editor), decreasing the scale of the UVs and decreasing the number of verts in the mesh. Unfortunately this makes it very hard to work with though - I need to be able to tile materials! After a couple of days of investigation it seems that this is quite random, and the pixelation can look better or worse. I think in general it seems to get worse the longer I play on Android (it deteriorates over time). It is also much less pronounced on newer device (an S7 doesn’t seem to do it at all whereas an s5 does all the time).

This is on PC (mobile preview)

And this in on Android device (note the grey wall texture at the back and the arrows coming out of the cannon)

The problem also occurs on moving textures like water (anything that is panning in the material editor)

On mobile preview

and android:

I’m guessing this is down to some kind of floating point inaccuracies but some clarification would be very helpful, and a fix.

Many Thanks

HI!

If you use tiled texture in mobile systems, you need to use Customized UV.

1 Like

perfect thank you that has fixed it :slight_smile: Seems like I should have been doing it that way anyway…

hello, ive got the same problem, can you share the detail about customized uv ?because i already trying to connect textcoord with parameter to the customized uv node, but this seems not resolve the problem…

Just wanted to add to this. If you disconnect a scalar multiplied on a TextureCoordinate which is input in the “UVs” of a texture sample parameter, it will also solve this. If you still required a tiling modifier, it can still be done from the Customized UVs, like svv3dUDN pointed out.