So you can apply Texture compression in 2 places
- When you import the Textures.
and
- In your lightmaps settings when you bake your lightmaps
Are the 2 options in any way related?
Also, what Texture format is recommended for iOS for maximum quality?
And lastly, how do you know when you need Texture Streaming?
-
When you import a texture, you apply compression to that specific texture.
-
In your lightmap settings is the compression setting for you lightmap texture.
They are not related.
Maximum quality would be uncompressed, but you might run out of memory soon.
About texture streaming, I find the docs to be fairly decently written : https://docs.unity3d.com/Manual/TextureStreaming.htmlhttps://docs.unity3d.com/Manual/TextureStreaming.html