![unity 2019 personal android build unity 2019 personal android build](https://i.ytimg.com/vi/ZTgscuf5e6w/maxresdefault.jpg)
(5.4KB saving!) What's happening is probably this :īecause the block runs from the edge, it is possible to get "unlucky" and the block ended up averaging from area with too much color difference! Some algorithm got fixed block size. Why the orange part looks horrible on 10x10 but not on 8x8? It's just 2 pixel difference. Now look at this, the only difference is block size. Nice! And the block runs from the edge of image, I guess that's easier for the GPU to ask what color to use for this pixel.
#UNITY 2019 PERSONAL ANDROID BUILD PLUS#
Now we store 2 pixels plus 16 lerping information for 16 pixels. In short, previously we may have 4x4 block and we must store 16 pixels in the pristine RGBA.
![unity 2019 personal android build unity 2019 personal android build](https://docs.unity3d.com/2019.1/Documentation/uploads/Main/PreferenceesExternalToolsAndroid.png)
First of all what is a block compression?
#UNITY 2019 PERSONAL ANDROID BUILD HOW TO#
ASTC's block sizeĪ little bit of how to make the best of ASTC. Some textures are more resistant to large block, you could experiment with larger block until it looks bad, then step back. The lowest quality 12x12 has a size comparable to crunch texture. Although Unity selects PVRTC by default for you for good reason, it wants to maximize compatibility as its first priority.ĪSTC could adjust block size, larger results in lower size and lower quality. So, just ditch PVRTC? I think that's a good idea. We certainly came a long way from that iPhone 6. iPod touch (6th generation) – July 2015.But in 2019 what I want to say is maybe the age of PVRTC is finally over. Why not use ASTC? Because it needs a CPU of A8 or over for Metal support, or you get expanded size. See my previous research about that : ASTC PVRTC sucks both size wise and quality wise. However, introducing ASTC which is related to Metal in iOS. The situation of iOS, classic format is PVRTC which Unity still defaulted to in 2019. Unity's ETC fork is nice, but still you have that fear of "OpenGL 3.0 or not"? For all Android devices. Also the original dev of Crunch made Basis with ETC support as a commercial product. In short Unity added ETC support to Crunch. Unity forked the original ( ) which you could read technical docs here.Only few device like Nvidia Shield use DXT. Originally used together with DXT format, mostly for desktop games.(However uncompression time for your player is fast) The size is ridiculously small, but compression time is large.Android sucks at catching up to the tech, so you have this constant fear what if the players play the game with OpenGL 2.0 device? Crunch textureīefore going further let's recap what this is : With alpha channel supoprt but only for OpenGL 3.0. However I don't know if I need a custom shader to utilize that split alpha channel or something. This option appears only if you select ETC or Crunched ETC. Unity has some tricks though that is a split alpha, so it save alpha of that image as a separated texture. No alpha channel support, but OpenGL 2.0 compatible. But you are paying the size equal to the pristine RGBA32.ĮTC and ETC2 is a standard for mobile with wide compatibility, both iOS and Android. The quality of image still remains of that of the compressed format.(Or the app shutdown easily when your player goes to other apps and come back.) 2048x2048 takes about 10MB and if your entire game get this treatment you are risking out of memory. Size expanded to be like RGBA32, it is massive.If your player used mismatched phone, it will be : What happen if the device doesn't support the format? The meaning of "supported" about these format are that it could be used in memory while compressed, so RAM space taken like you see in Unity editor. But this further changes if you have a different sub target set before build.Ī bit below in that same page shows what it means for your player. Android may ended up as ETC or ETC2 for alpha texture.And so in short do not rely on Default with iOS. This doesn't affect iOS as Crunch works on DXT and additionally ETC with Unity's forked version of the open source repo. Note that there is a Crunch Compression checkbox which shows crunch quality afterwards. iOS always ended up with PVRTC no matter what.If there is no override on the other tab, it will be auto-configured as something. But unfortunately this silver bullet is not effective for textures as you will see soon.
![unity 2019 personal android build unity 2019 personal android build](https://img.itch.zone/aW1nLzI4MzI1MjMuanBn/original/EmqX8S.jpg)
This is an effort of Unity to unify settings as per the program name. In my opinion we just crossed a meaningful (invisible) breakpoint, that I want to present here what it means for your texture choice. How to fix this then? It's time! And that's why there is a "2019" in the title.
![unity 2019 personal android build unity 2019 personal android build](https://connect-prd-cdn.unity.com/20201025/learn/images/55f6b862-61ff-46f5-bf59-4f9bd6ce1f04_image13.png)
You want to snap finger and make everyone with incompatible devices disappear but reality is not so easy. You want everyone to be able to play your game, but mobile platform depends on user's device. What's the current situation regarding to this? Which one to choose? How to not ended up upsetting the players somehow? What's the problem