Hi. Currently I am working on 2D game for iOS and Android and I have faced one problem with sprites.
Let’s assume that we have sprite S (2048x2048). It needs to be imported with Max Size = 2048 and Format = Truecolor (because compressed totally breaking image quality - I don’t won’t to be killed by designer). Final size of uncompressed file is 16MB. After building testing scene with only one sprite S and unpacking final ipa file I found that sprite S is passing to device uncompressed. Now let’s assume that I have lots of different sprites with properties similar to sprite S. And when I install this game on device, actual size of application is really huge (s0 + 16 * N, where s0 is size in MB of everything except my sprites and N is count of my sprites). I found it really disappointing, because when I was working with cocos2d I could load into device sprite S as compressed png file with size ~2-4 MB. And on runtime, when I need to load it, it’s been uncompressed. In this case actual size of application on device is s1 + 4 * N in worst case.
The question. Is it possible to ask Unity3d to send compressed images to device? Or maybe there is asset, library that can handle my problem?