I’d like to do the same when I use a UnityWebRequest but I can’t seem to see a way of requesting what format the texture is provided in. Is there a way I can do this?
Have you already tried to store a texture with DXT5 compression in your server and retrieve it using UnityWebRequestTexture.GetTexture on the client using Unity’s Editor?
If so, and it’s not loaded properly, do you have any error message on the Unity’s Console?
My wish is to download already compressed images and display them. Depending on platform it should be either DXT5 or ASTC. I tried using UnityWebRequestTexture.GetTexture and letting unity decide behind the hood, but with this apporach I found that ASTC format seems to work, it downloads image and recognises it correctly. How ever when it comes to DXT5 it sees texture as null (in code example in link).
So I tried more manual approaches with ready texture.LoadRawTextureData(data); and using simple get webrequest, but then best I could was loading image.dds that was compressed with dxt1 and even then the image were not correct (if image would be 123456789 then what was displayed was 234567891, so part of it cut and placed at the end pf the image). Regardless DXT5 did not work regadless of the approach.
Is there any specific converter needed for DXT5, or any library should work?