Hi there,
I’m encountering some strange behavior around texture/sprite compression within an addressable packed assets build.
In one of my bundles I have about 120 sprite assets. The bundle is an astounding 300MB in size. At first it was my fault because I didn’t set any compression routine and each asset was taking up about 2.6MB to 5.6MB. Reducing the resolution made all my assets took 2.6MB uncompressed.
After applying and forcing compression on all my assets, they now take up to 450KB as shown in the addressable build report.
Somehow my bundle hasn’t changed its overall size as it should, and the numbers displayed don’t add up.
I tried to compress the assets more in unity and manage to reduce each asset to about 40KB but then again it only manage to reduce the bundle by 10MB for a factor 10 compression.
It’s been a while since I used the addressable system, so I’m sorry if I missed something obvious. I spent the afternoon searching the forum for some insight.
My project is on Unity 2022.3.20f1, using the latest addressable package.
Any help would be greatly appreciated.
