iPhone Build/Package Texture Clarification

I was hoping someone might give me some clarification on how textures are stored in the output archive after building a Unity iPhone project? If you are using SM2 are only the generated atlases included or do all the textures used to generate the atlas get included? Could having two textures with the same name but in different folders cause any issues at runtime? (i.e. Assets/iPhone/texture.png and Assets/iPad/texture.png)

I started receiving memory warnings/crashes running on the iPad when loading some of these textures. According to “stats” while running locally the texture usage is 5MB and VRAM usage is always under 20MB. This problem started after creating the two versions (iPad/iPhone) of textures.

Any advice is much appreciated?

the VRAM usage does nothing have to do with RAM.
If textures are marked with “getpixels” they will all be kept in RAM and VRAM

Also if you got it to crash you must already before that have had a massive amount of stuff in ram, can’t think of anything but textures and sound that would flood 100mb

and yeah depending on the version of SM2 you have you have the original ones in. check out the SM2 thread (you should potentially have posted this there from the start so all sm2 users would see it right away :slight_smile: )