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Votes
0
Found in
6000.0.57f1
6000.1.16f1
6000.2.3f1
6000.3.0b1
Issue ID
UUM-116595
Regression
No
[Android] Texture Compression default texture format is set to PVRTC when building via script BuildPipeline.BuildPlayer
Steps to reproduce:
1. Open the “IN-102413” project
2. Open File → Build Profiles and in Platform Settings set the Texture Compression to ASTC
3. Run Tools → Build in menu bar
4. Wait for the building to complete and observe the Texture Compression in the Platform Settings
Expected result: Texture Compression is set to ASTC
Actual result: Texture Compression is set to PVRTC
Reproducible with: 6000.0.57f1, 6000.1.16f1, 6000.2.3f1, 6000.3.0b1
Testing environment: macOS 15.6.1 (M4 Pro), macOS 15.2 (M2 Max) (by user)
Not reproducible on: No other environment tested
Notes:
- Possible performance issues on many Android devices, as PVRTC is not supported anymore
- The build Texture Compression is PVRTC, although in the Build script, it’s specified to use ASTC
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Resolution Note:
The cause of the problem is the build script from the repro project. Specifically in line 22 there is this initialization:
subtarget = (int) StandaloneBuildSubtarget.Player
When building for Android and using BuildPlayer method with BuildPlayerOptions parameter, subtarget should be set to MobileTextureSubtarget value - https://docs.unity3d.com/ScriptReference/BuildPlayerOptions-subtarget.html.
(int)StandaloneBuildSubtarget.Player equals (int)MobileTextureSubtarget.PVRTC. That's why player is being built using PVRTC texture setting.