yeah happy to help
ok so I see the problem.
1. you texture is not a power of 2
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All game textures that will live in 3D space must be power of 2. this helps video cards quickly processes
the bit data.
16 x
32 x
64 x
128 x
256 x
512 x
1024 x
2048 x
Texture can be ONLY one of those sizes if its in 3D space - only UI textures can sorta ignore this rule. Id shoot to still be power of 2 when ever possible for UI and always for 3d models or anything in the game space that is not UI.
You can do combinations of these sizes as well - my advice is to keep the textures horizontal length as the bigger value if going for none uniform sizes. do not go smaller than 16 some video cards don't like such small values and tiling can be just as expensive as transparency if done wrong. For the 3DS I recommend keeping your textures between 1024 and 32 pixels. No bigger or smaller than that and try to make the vast amount of your textures 128 or 256. Lastly I get that not everything fits neatly in these sizes. it just part of the game development charm
32 x 32
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256 x 1024
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2. next the texture does not have an Alpha -
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I would recommend an image size of 128x128 with Alpha saved as tga ( normal tga ) not a NW4C TGA!
i will upload this one for you. I/m not clear how it is that you want your texture to be transparent so ill make this as an example and a 50% all transparent.
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I'm glad you found a solution via animation didn't even know you could do that very cool to Know!
Ill still upload these so other can learn too.
SETUP the Texture in UNITY
Lastly I do want to point out how these textures and materials need to be setup:
for The texture make sure...
1. Alpha source is Input Texture Alpha
2. Overide for Nintendo 3DS is checked
3. make sure max size is correct
4. Make sure the compression has an A in it for Alpha.
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ETC is better compression but causes more banding, RGBA 32bit will have smoother transparancy but the file size will be bigger. Since this is a Black and white image you can also use Alpha 8
You will of course get better results with a TGA than a PNG since PNG's have compression baked in.
below I have a TGA 128x128 and a PNG 128x128 as you can see the tga has a much smoother transparency. While the PNG
has Banding no matter what 3DS compression you use, while the TGA can vary in banding based off compression?
Here the TGA is set to RGBA 32 BIT which is the least compression but largest file size. You have to play with compression to see what will work best for a given texture.
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SETUP the Material in UNITY
Lastly you have to select a material that will have transparency.
bare in mind unity and the 3DS are not the same thing. just cause it works in Unity does not mean it will translate to the 3DS. Always test on hardware. To use these textures with Alpha you must select a shader that is transparent and compatible with the 3DS.
Use Legacy Shaders / Transparent / Diffuse
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This will ensure it will work on the 3DS
Here are the files I made in photoshop - as you know I sadly cannot upload TGA's
both are 128x128
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