Search Issue Tracker
Active
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
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- [Android] Texture Compression default texture format is set to PVRTC when building via script BuildPipeline.BuildPlayer
- [Android][GameActivity] APK built with Development Build enabled gets flagged as having Malware
- Default name of manually created Global Light 2D GameObject differs from the one included in the initial project Scene
- Option for "Acceleration Structure Build Flags" cannot be toggled when Lightmaps have been Generated for a Mesh Renderer
- Lights in Batch keep resetting to 0 in the Light Batching Debugger when a new GameObject is created and the mouse cursor is hovered over the Inspector window
Add comment