Desktop and mobile devices support different texture compressionA method of storing data that reduces the amount of storage space it requires. See Texture Compression, Animation Compression, Audio Compression, Build Compression.
See in Glossary formats. If you want your WebGLA JavaScript API that renders 2D and 3D graphics in a web browser. The Unity WebGL build option allows Unity to publish content as JavaScript programs which use HTML5 technologies and the WebGL rendering API to run Unity content in a web browser. More info
See in Glossary application to use compressed textures on both types of browsers, you must first choose a supported texture compression3D Graphics hardware requires Textures to be compressed in specialized formats which are optimized for fast Texture sampling. More info
See in Glossary format.
You can set the default texture compression format for your WebGL application from one of the following locations:
The main difference between the Texture compression format setting in Build Settings vs the Player SettingsSettings that let you set various player-specific options for the final game built by Unity. More info
See in Glossary is that the texture compression in Build settings is serialized in the Library folder; therefore, it’s not managed by version controlA system for managing file changes. You can use Unity in conjunction with most common version control tools, including Perforce, Git, Mercurial and PlasticSCM. More info
See in Glossary.
Before you set the texture compression format, it’s important to determine which of these settings take precedence. The texture compression format value you set in Build Settings has priority over the value you set in Player Settings. By default, the Build settings value is set to Use Player Settings.
You can also customize the texture compression format for individual textures. The value you set for an individual texture overrides the default texture compression format value. For information on how to change the texture formatA file format for handling textures during real-time rendering by 3D graphics hardware, such as a graphics card or mobile device. More info
See in Glossary of individual textures, see Texture Importer.
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