

When you use a Texture compression format that the target platform supports, the GPU can use it directly and the platform doesn’t spend any resources to decompress the Texture to a supported format. For the best performance, especially on mobile devices, use the format with the fewest bits per pixel that is supported by the hardware your application targets, as long as that format provides sufficient visual quality.ĭifferent platforms have different hardware, and are optimised to work most efficiently with specific compression formats. The following tables show the Texture compression format options available on each platform, and the resulting compressed file size on disk (based on a 256 by 256 pixel image).Ĭhoosing a Texture compression format is a balance between file size, quality and compression time: the higher the quality, the greater the file size. More infoĪll supported Texture compression formats More infoĪndroid (only when Don’t override is enabled in the build settings) The Unity WebGL build option allows Unity to publish content as JavaScript programs which use HTML5 technologies and the WebGL rendering API to run Unity content in a web browser. WebGL A JavaScript API that renders 2D and 3D graphics in a web browser. Windows, Linux, macOS, PS4, XBox One Microsoft’s eighth generation video game console.

The following table shows the default formats used for each platform. Crunch Textures can take a long time to compress, but decompression at runtime is very fast. Crunch compression helps the Texture use the lowest possible amount of disk space, but has no effect on runtime memory usage. Textures are decompressed to DXT or ETC on the CPU, and then uploaded to the GPU at runtime. Crunch compression is a lossy compression format (part of the data is lost during compression) on top of DXT or ETC Texture compression.The size in memory is the same as when using the underlying texture format (for example, RGB Compressed DXT1 for RGB Crunched DXT1). VBR only applies to Crunch compression, and only texture size on disk.

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Free assets OK, be sure to specify license. If you need to use screenshots, that's ok so long as is illustrates your issues.ĭo not solicit employment. Use discord, /r/indiegames, /r/playmygame or /r/gamedevscreens.īe specific about your question. Feedback, praise, WIP, screenshots, kickstarters, blogs, memes, "play my game", twitch streams.
