We’ve haven’t any luck using uncompressed textures with unity for android. When viewed in unity, they are flagged RGB 24 bit, but when playing on an android tablet they are obviously compressed ( probably ETC ).
Does anyone have a workaround for this?
Is this a known issue?
I don’t think it’s an issue, I think that they intended it that way to save on ram and file size. There is a limit on the android marketplace as to how large files can be, at least, that’s how it use to be. I don’t know if it’s still that way.
You can definitely use uncompressed textures, basically all of the art in Battleheart is uncompressed. Which tablet are you using?
This Uncompressed Texture only you used in Android? Or in iOS too?.
Thanks for your responses!
This issue was android only.
I was seeing this issue during a contract and the artists found a workaround after the contract had expired. When I tried to repro the issue after that from a new project ( since I didn’t have access to the problematic project ), everything seemed to work fine.
So there was either some user error involved, or maybe some combination of texture settings ( alpha channel ) caused compression to not behave as expected.