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Question by BTStone · Oct 16, 2012 at 01:51 AM · 2diphonecompression

Compressing Material or Texture Atlas for iPhone

Hey there,

i want to keep my appsize as small as possible and i just wanted to know HOW exactly i should handle my "compression-workflow".

So, if i import an .PNG or .PSD-file for my game, this is my routine:

  • setting the Texture-Type to Advanced

  • unchecking the MipMaps

  • Setting the WrapMode to Clamp

so then i do NOT check the "Override for iPhone" - Setting. And sometimes, the files are betweeen 50kb to 1MB, then i generate some texture-atlases (SmoothMoves / Uni2D - Plugin), and they are of course up to 5-10MB, and they have also the "Override for iPhone"-Settings, which i don't check.

So my question?

Should i check it at the beginning, right after the import? Or should i check the texture atlas? Or maybe both?

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