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Question by ivertex · Aug 08, 2019 at 09:51 AM · 2dspriteatlasetcfallback

Sprite Atlas ETC2 Fallback Bug?

Hi, we have a problem on Android GLES 2.0 devices, where ETC2 not supported.

Our game UI use sprite atlases, all atlases compressed using ETC2.

For devices, where ETC2 not supported (20% android devices) Unity have ETC2 fallback feature and we can choose software decoding variant (32 bit, 16 bit, 32 bit half resolution).

We can setup this in build settings and in texture settings for android - "Override ETC2 fallback" and all works as expected (except asset bundles, where only texture override flag affects, but maybe that's right).

But for sprite atlas build settings fallback flag doesn't work. Only 32 bit variant used, no matter what we choose.

Also sprite atlas doesn't have override fallback flag in android settings like textures (default or sprites).

This is big problem, there are many devices with Android 5-9, GLES 2.0 and 1024mb RAM. ETC2 sprite atlases 2048x2048 - 4mb, are decompressed to RGBA 32 bit - 16mb and we have x4 memory usage on devices with so low RAM.

Interesting that sprite atlas YAML has this setting - "m_AndroidETC2FallbackOverride", but doesn't work either.

This is a bug, or fallback variants not supported for sprite atlases?

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