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Question by tessellation · Oct 07, 2016 at 05:36 AM · texture2dtexturesbuildingcompressionstorage

Does Unity decompress Truecolor RGBA format textures when loading?

When you import a PNG file as a Truecolor Texture asset, the PNG files are much smaller in the Assets folder than the size that the build log reports the textures within your app. I realize truecolor textures are uncompressed in memory, but I'm wondering about the size when built into the app on the device storage.

So I recently changed some truecolor Texture2D assets to Resource files with PNG bytes using TextAsset (.bytes) assets. I loaded them using Texture2D.LoadImage(). However, my app size stayed roughly the same, which makes me think that Unity is already doing some kind of decompression when it loads truecolor texture assets. My impression before this was that truecolor textures were stored uncompressed.

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