- Home /
Question by
SpiralConDave · Mar 23, 2016 at 09:51 PM ·
textureoptimizationmemory
Texture memory footprint: is this broken?
I was always under the impression that the built size of an app has nothing to do with the original source texture file, but how it's imported, because of this: http://docs.unity3d.com/Manual/ReducingFilesize.html
Well, I had 10 large files, imported as cubemaps, max size 2048, which took up a HUGE amount of memory. I tried different compression settings, to no avail. Then I resized the original files to 2048 max, and reimported. HUGE savings on resulting APK.
So, is there a bug in this? Is this how it's supposed to work?
Comment