I'm using the Sprite Atlas system introduced in Unity 2017.x I believe.
I load sprites out of an atlas for my 'Mix and Match' implementation.
This works great with no compression.
But I'm developing for iOS so I want to use RGBA PVRTC 4 bits compression for the complete Sprite Atlas.
When I try this I get the following message:
"Cannot access pixel data of compressed texture formats which cannot be partially decompressed (such as Crunch)."
Without compression the memory usage gets more of an issue.
Isn't there a workaround? Or a happy medium?:)
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