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Question by k234234w · Apr 11, 2018 at 09:38 PM · texturecompression

Crunch Compression Android

Hello, I am trying to use crunch compression to bring down the file size of my apk. To test it out I have created a 4096x4096 texture and imported it to a fresh project. I made a build with just that texture at default settings, and stored that for apk size comparison for later (The preview panel says that the texture is 8mb when using Normal Quality). Then on the texture import settings default setting I selected Use Crunch Compression, and chose to set the compressor quality to 100.

When doing this the preview panel now indicates the texture is 171.3kb, so from 8mb to 171.3kb. However, in the build settings when I override the texture compression to DXT (I am using 2017.1, so I cant get ETC crunch compression) and then make my build, the apk size has gone up. Why has the build size gone up, when it says its gone from 8mb to 171.3kb.

Looking at the editor log I am also a bit confused because it lists the texture in two spots, in one spot it lists that 8mb, and in another it lists the 171.3kb.

So I have a few questions 1) Why has my build size gone up? 2) Why does the editor log list the asset multiple times at the two different sizes? 3) If I just leave it as default in the texture import panel with use crunch compression, but make build(s) overriding from the build settings window, one for DXT for example which can support crunch compression in my version of unity, and one ETC which cant support crunch compression, will it just apply the crunch compression on the DXT build, and not the ETC? 4) Or if I cant just select use crunch compression from the default setting and have it figure out if it should apply it to DXT or ETC, will I have to go through each texture and override for Android in the texture import settings, and select the appropriate settings for each build (which I hope is not the case)

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