Hi, I’m using BuildPipeline.BuildAssetBundle() to create some bundleassets but I was wondering if they are built honoring the properties setup for the sepecified platform. For example, let’s say I have to bundle an asset with a texture of which I set (from the editor->project view) the compression or max size to a specific value (overriding these values only for android platform). When I build the assets using BuildPipeline.BuildAssetBundle(), will these settings still aplly or do I have to manually specify them in some way for every particular texture?
Moreover, if I set specific texture compression via EditorUserBuildSettings.androidBuildSubtarget, will BuildAssetBundle build the requested type of texture?
Many thx
The assets in the AssetBundles are the same as the assets after you import them. They will have the settings that you used to import the assets in the Editor for the target platform.