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Why is Unity 5.2 changing my compression settings?
In Unity 5.2, with the platform set to iOS, in import settings under the Default tab, if I set a texture to import as RGBA Compressed ETC2 8 bits, in the preview below I can see that Unity has override my choice and actually set it to RGBA Compressed PVRTC 4 bits.
Yes, I understand that ETC2 is not supported on iOS, and that it will cause the texture to be decompressed before loading into memory. I don't care. In many cases PVRTC looks like total garbage. In most cases I would rather live with the performance tradeoff.
In previous versions Unity did not override my settings like this.
Is this a feature, or a bug? Is there a work around?
If it matters, I am using Unity 5.2.2p3. Perhaps it is only a bug in this patch release?
I narrowed this down to Unity 5.2.2p2.
I think it relates to issue 715380 mentioned in the release notes.
Editor: Unsupported texture compression formats now correctly fallback to default compression format for the platform.
So apparently it's a "fix". Doesn't seems like a fix to me. I was relying on this to keep my file size down while preserving presentable graphic quality.