iOS Assetbundle size 20x larger then other platforms

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

1 Like

Same issue here… did you end up finding the cause of this or any clues you can share?

thanks

Seems related to: iOS 12 large memory usage (which is unfixed…)

PVRTC requires the images to be square and power of 2.