It seems that it doesnt make any difference if i reduce the pictures image quality in photoshop (the pictures look ok with a size of about 50 kb each. With 650 pics that makes a total size of 32.5 mb). The build is still however about 850 mb larger with the pics.
To me it seems that the resolution of the pics is the only thing that effects the build size, correct?
…or is there any other way?
I guess I could use the google and apple extension file option for all my pictures, but it seems VERY complicated. I have tried looking for something in the asset store to help with that but couldnt find any…
You’re correct - it has nothing to do with the quality at which you export from Photoshop (always keep your source assets at the highest quality). It has everything to do with the quality (and other settings -mipmaps etc) at which you import them into Unity.
Click on the texture and adjust the texture import settings in the inspector pane.
The only thing I found in inspector besides changing max resulotion that effects app size is changing from “true color” to 16 bit. My app then becomes 370 mb instead of 850. I found it strange that the option “compressed” (fast, normal and best quality) dont effext the size of my app at all!?
I have deselected mipcap… What about filter mode and pixels per unit, havnt tryed those yet…?
I should say tha the app is made in 4.6. Perhaps there is more options in unity 5?