I’m trying to publish my first Unity mobile game.
The grand total size of my .png atlases for this project is 10Mb.
Android apk is 25MB with all textures being NOT compressed ( RGBA 32 bits )
The estimated size of the iOS build is :
- 120MB (!) using RGBA compressed PVRTC 4 bits textures
- 300MB (!!!) using non compressed RGBA 32 bits image
- 30 MB if I remove all 10MB pngs from my resource folder (to check the problem was clearly on textures)
So 10MB of images COMPRESSED with PVRTC gives 120-30=90M of data?!?
What’s going on? Is this really “normal” as I read on unity forums and answers? For me, there’s really something not very clear here, that needs some explanations.