Why does assetbundle load change texture size?

Hi all,

I’m using an AssetBundle to load some textures on my Android project. The bundle and the textures load okay - but any of the textures which had a MaxSize bigger than 1024 in their “Override for Android” settings when i created the assetbundle (from the editor options) - get imported at the wrong size.
I.e. too small.
My code basically says -

loadedTexture = (Texture2D)www.assetBundle.Load(resourceName,typeof(Texture2D));	

and i was expecting that if i then queried the loadedTexture width for example i would get 2048 on those textures which had a maxSize of 2048 (they are that big) when the assetbundle was made.
But i don’t - it comes back at 1024…
anybody know why that is?
Thanks

Duh! Okay it was because in my Editor/ExportAssetBundles.cs file I needed to add BuildTarget.Android explicitly to the build command - I assumed it would be taking the current build target if none was given… but not the case…

so there ye go… a warning to ye all…