Search Issue Tracker
Fixed in 5.3.4
Votes
0
Found in
5.3.1f1
Issue ID
760112
Regression
Yes
[entreprise support] When Graphics API for standalone is set to GLCore, texture compressions does not work for other platforms
Steps to reproduce:
1. Open attached project (Extra_(de)compression.zip)
2. Switch the build target to iOS (or Android)
3. Right-click on the 'POT_Test' texture and click 'Reimport'
4. Open up Editor.log, notice the warning: "PVRTC texture format is not supported, decompressing texture" (the message differs depending on what is the default compression for the selected platform - for Android the warning says that ETC is not supported)
Notes:
Only reproduces if graphics API for *standalone* (not iOS) is set to OpenGLCore. Other APIs works as expected - no warnings.
Tested and reproduced on both Windows and OSX.
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Game view renders artifacts when Camera's Component "Post Anti-aliasing" is set to "TAA" and Dynamic Resolution's "Forced Screen Percentage" is changed
- A deactivated Prefab's name color becomes white when a GameObject in the scene is deactivated
- The Game view becomes blank when using Frame Debugger with MSAA and Texture binding enabled in Play Mode
- Crash on dynamixel_sdk.dynamixel:groupSyncReadTxRxPacket when entering Play Mode after updating path to Dynamixel SDK in script
- NullReferenceException is thrown when changing the Inspector preview selection
Big-Ed
Sep 18, 2016 01:11
With a cloud build
Big-Ed
Sep 18, 2016 01:10
This is not fixed. I set the standalone - unchecked auto for Mac and Linux and moved OpenGL2 to the Top. Then you still need to go back and uncheck all texture overrides and then recheck them so that the meta files get the right setting in them.
spriteTessellationDetail: -1
textureType: -1
buildTargetSettings: []
buildTargetSettings:
- buildTarget: iPhone
maxTextureSize: 512
textureFormat: -1
compressionQuality: 50
allowsAlphaSplitting: 0
spriteSheet:
serializedVersion: 2