Search Issue Tracker
Postponed means that the issue was either a feature request or something that requires major refactoring on our side. Since that makes the issue not actionable in the close future we choose to close it as Postponed and add it on our internal roadmaps and technical debt pages instead.
Postponed
Votes
0
Found in
5.5.0b11
Issue ID
852370
Regression
No
Automatic Texture format does not change when changing compression settings on assets imported from Unity 5.3
Steps to reproduce:
1. Open the attached project
2. Click on "particle_floaties.png" texture inside the assets folder
3. In Inspector window, change the "Compression" field for the Default platform
4. Observe the texture format
Expected: Texture format changes depending on the Compression value as described in https://docs.unity3d.com/550/Documentation/Manual/class-TextureImporterOverride.html
Actual: Texture format stays the same (16bit) regardless of the compression selected.
Reproduced on: 5.5.0f3, 5.5.0p1, 5.6.0a6
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
Add comment