Hi everyone,
i’ve been working on this mobile game for about a year now, and we’ll very close to the end but we’re started to face many problems.
Mainly Crashes and HUGE size for a 2D game (on iOS only).
please take a look at this editor log
As you saw there the Textures size in near 800mb, which is HUGE for a 2D mobile game.
And the main reason we’re having this is because the artists made all the game assets to look great for a 1080p screen, so whenever they are working on something, the start a 1920x1080 canvas and start drawing.
This is my first experience working with artists on a game like this so i really didn’t thought its gonna be a problem, specially that the first builds where around 30mb on Android and ~80mb on iOS which was ok.
But the game kept getting bigger and bigger, specially on iOS (it’s still ~100mb on Android) but also these huge texture size is causing some crashing in some levels on iOS too, so we really need to fix this.
Obviously the must-do solution is reducing the Texture size, and i’ve been trying to do that in unity by changing the texture import setting and we kinda reached a bottleneck of a certain quality that we can’t go under and the game is still HUGE, so we’re thinking about re-drawing some of the graphics assets, for that i need to know what we should keep in mind when making this, that 1080p canvas approach was a bad idea right ? what should i tell the artists to do instead ?
any other advice is more than welcomed.
Thank you
UPDATE !!
i was looking at the important part of the editor log and am already seeing some VERY surprising results, see that big 63mb png file ? i didn’t knew it even existed, we are using a tool called GAF that basically let unity play .SWF files, for some reason, importing the “Transformation.swf” animation resulted in creating a 4074x4074 uncompressed texture! same thing goes for that 33mb texture.
And that is ONLY for the lightning effects of this Gif , those 2 seconds of blue lines is costing us 96.3MB
!!

And the whole reason we used Gaf is because of the moon in the background of this gif:

The source of that animations are 2 .PNG, each one is 4800x2880 (i know that’s ridiculous) but that is because they are set to Sprite-Multiple, where each of these images contain 60 sprites, and each sprite is 480x480.
When we were using the 2d unity animator for that animation, the game kept crashing on iPhone, so we started using GAF, and since then i’ve been using it for all the game animations except for the ones that require the “Animation Tree” feature.



