Textures compression on import is an iteration killer. Our project importing goes from 36 to 22 minutes just disabling compression.
Our understanding is that when this happens, texture compression should happen on building, but this is not happening with addressables are built. What is your solution for this?
I am thinking about compressing according to the platform before building the addressables.
yes I was talking about that. The problem is that while it may work for building, it doesn’t work for addressables! Textures are not compressed before being bundled.
Ah yes, sorry I missed that point in your first message!
Could you report a bug for it?
If you can reply here with the IN-XXXXX ticket I’ll get someone in the Addressable team to have a look at it as soon as possible as it seems like a pretty annoying and time-consuming issue…
I suppose we could write a script to do the same eh, I was just wondering what the expected behaviour is. If I open a bug then it will be closed by design hehe
I’ve already talked to the team and they think we should have a look into it.
It may be closed by design if the required work to fix it requires too many changes and stability risks in the current version of Unity, but if we don’t have a bug to track, we’ll definitely not solve the issue…