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Why do lightmaps use 2x more memory when building for iOS?
Hello all,
I have a scene with 14 light maps. Their import settings are the defaults that Unity sets up (1024 size, compression enabled, Texture Type is set to Lightmap, no custom settings applied).
When viewed in the Inspector window, each light map is said to be compressed, and to cost 0.7MB.
When viewed from the Lightmapping window (having set the build platform to iPhone/iTouch/iPad), the 14 light maps are said to collectively cost 84MB.
When viewed from the same window (having set the build platform to PC/Mac/Linux), the 14 light maps are said to collectively cost 37.3MB.
In both cases, the numbers are wrong (0.7 x 14 should only equate to 9.8MB). But why do light maps cost more than double their original cost when building for iOS? I'm using Unity 4.6.1p2.
Answer by scottharber · Apr 30, 2015 at 11:06 AM
Actually, never mind. The profiler reports the on-device memory cost of the light maps as 0.7MB each. It just looks like the Lightmapping window is displaying the memory costs incorrectly.
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