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Android build always has Texture Compression set to PVRTC #151

@DmiShib

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@DmiShib

This issue started occurring when I upgraded to 'Unity 6 Preview.'

I investigated this matter and can pinpoint the cause:

BuildReport buildReport = BuildPipeline.BuildPlayer(new BuildPlayerOptions  
{  
    locationPathName = Path.Combine(buildPath, binName),  
    options = options,  
    scenes = releaseType.sceneList.GetActiveSceneFileList(),  
    target = architecture.target,  
    subtarget = (int)architecture.subtarget  
});
  1. For Android, the subtarget is an enum MobileTextureSubtarget.
  2. When creating BuildArchitecture for Android, we don’t pass the fifth argument, so the default parameter value is StandaloneBuildSubtarget.Player
  3. StandaloneBuildSubtarget.Player equals 2, meaning subtarget = 2, which corresponds to MobileTextureSubtarget.PVRTC

If you specify something like subtarget = (int)EditorUserBuildSettings.androidBuildSubtarget, it works correctly, but obviously, that’s not the solution. :)

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