Search Issue Tracker
By Design
By Design in 6000.5.X
Votes
0
Found in
6000.2.11f1
6000.3.0b10
6000.4.0a5
6000.5.0a1
Issue ID
UUM-127600
Regression
No
Project Auditor shows uncompressed Textures as compressed
How to reproduce:
1. Open the attached "TextureAuditor" project
2. Go to Window -> Analysis -> Project Auditor -> Start Analysis
3. In Project Auditor, go to Assets -> Textures -> "rustic-gray-concrete-textured-background"
4. Observe the "Compression" columnĀ
Expected results: The value is "Uncompressed"
Actual results: The value is "Compressed"
Reproducible with: 6000.2.11f1, 6000.3.0b10, 6000.4.0a5, 6000.5.0a1
Reproducible on: macOS Tahoe 26 (M1)
Not reproducible on: No other environment tested
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
- Shader Graph Node information is briefly displayed in Graph Inspector when clicking on Category in the Blackboard
- Module installation fails with "Download failed: Validation Failed" errors when using beta.2 Hub version
- JsonConvert conversion fails trying to call GetCallbackMethodsForType when [OnDeserialized] is used in a class
- Shader Graph Category dropdown cannot be expanded/collapsed when clicking on the text
- Different text alignment in the column header in Entities "System" window
Resolution Note:
Thank you for reporting a bug to Unity.
When reproducing the bug, I can see that the platform specific compression settings for Mac, Windows + Linux is set to RGB Compressed DXT1, so Project Auditor seems to be reporting the correct thing.
So even though the default compression in the Texture Importer UI is set to None, it is overridden by the platform. If you analyze a different platform, you should get a result that corresponds to the compression that platform will use.
Resolution Note (6000.5.X):
Thank you for reporting a bug to Unity.
When reproducing the bug, I can see that the platform specific compression settings for Mac, Windows + Linux is set to RGB Compressed DXT1, so Project Auditor seems to be reporting the correct thing.
So even though the default compression in the Texture Importer UI is set to None, it is overridden by the platform. If you analyze a different platform, you should get a result that corresponds to the compression that platform will use.