Our game uses pixel art, 16bit uncompressed assets. After noting that the ios bundle was 20x larger then android or windows, we made a test only containing a few assets.
We have 8 tiny sprites (pixel art) with compression settings of
- Android and IOS : RGBA 16 bit
- Windows :ARGB 16 bit
asset bundles size :
- Android : 12k
- Windows : 12k
- iOS : 144k
It seems like there is absolutely no compression being done for iOS. Im surprised this is not more documented then that actually.
Any help really appreciated