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?:)
I would like to bump this issue.
I'm trying to optimise the game memory usage by compressing the textures used by my spine character.
As I understand, PVRTC compressed textures aren't decompressed at runtime. Hence the error log: "Cannot access pixel data of compressed texture formats which cannot be partially decompressed (such as Crunch)."
With ASTC or ETC2 compression it is possible to swop textures on runtime via:
Attachment newItem = templateItem.GetRemappedClone(spr, sourceMaterial);But for ASTC or ETC2 compression you need support for OpenGL ES 3.0. That leaves out around 20% of iOS devices.
PVRTC compression would still include this 20% of iOS devices and optimise the memory usage.
Does anybody know how to apply PVRTC compressed textures into a spine skin?