Legacy Documentation: Version 5.0
Android Player Settings
Blackberry 10

Android 2D Textures Overrides

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Sumbission failed

For some reason your suggested change could not be submitted. Please try again in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

When you are building for different platforms, you have to think about the resolution of your textures for the target platform, the size and the quality. You can set default options and then override the defaults for a specific platform.

This page details the Texture Overrides specific to Android. A description of the general Texture Overrides can be found here.

Texture Format What internal representation is used for the texture. This is a tradeoff between size and quality. In the examples below we show the final size of a in-game texture of 256 by 256 pixels:
        RGB Compressed DXT1 Compressed RGB texture. Supported by Nvidia Tegra. 4 bits per pixel (32 KB for a 256x256 texture).
        RGBA Compressed DXT5 Compressed RGBA texture. Supported by Nvidia Tegra. 6 bits per pixel (64 KB for a 256x256 texture).
        RGB Compressed ETC 4 bits Compressed RGB texture. This is the default texture format for Android projects. ETC1 is part of OpenGL ES 2.0 and is supported by all OpenGL ES 2.0 GPUs. It does not support alpha. 4 bits per pixel (32 KB for a 256x256 texture)
        RGB Compressed PVRTC 2 bits Compressed RGB texture. Supported by Imagination PowerVR GPUs. 2 bits per pixel (16 KB for a 256x256 texture)
        RGBA Compressed PVRTC 2 bits Compressed RGBA texture. Supported by Imagination PowerVR GPUs. 2 bits per pixel (16 KB for a 256x256 texture)
        RGB Compressed PVRTC 4 bits Compressed RGB texture. Supported by Imagination PowerVR GPUs. 4 bits per pixel (32 KB for a 256x256 texture)
        RGBA Compressed PVRTC 4 bits Compressed RGBA texture. Supported by Imagination PowerVR GPUs. 4 bits per pixel (32 KB for a 256x256 texture)
        RGB Compressed ATC 4 bits Compressed RGB texture. Supported by Qualcomm Snapdragon. 4 bits per pixel (32 KB for a 256x256 texture).
        RGBA Compressed ATC 8 bits Compressed RGBA texture. Supported by Qualcomm Snapdragon. 6 bits per pixel (64 KB for a 256x256 texture).
        RGB 16 bit 65 thousand colors with no alpha. Uses more memory than the compressed formats, but could be more suitable for UI or crisp textures without gradients. 128 KB for a 256x256 texture.
        RGB 24 bit Truecolor but without alpha. 192 KB for a 256x256 texture.
        Alpha 8 bit High quality alpha channel but without any color. 64 KB for a 256x256 texture.
        RGBA 16 bit Low-quality truecolor. The default compression for the textures with alpha channel. 128 KB for a 256x256 texture.
        RGBA 32 bit Truecolor with alpha - this is the highest quality compression for the textures with alpha. 256 KB for a 256x256 texture.
Compression quality Choose Fast for quickest performance, Best for the best image quality and Normal for a balance between the two.

Unless you’re targeting a specific hardware, like Tegra, we’d recommend using ETC1 compression. If needed you could store an external alpha channel and still benefit from lower texture footprint. If you absolutely want to store an alpha channel in a texture, RGBA16 bit is the compression supported by all hardware vendors.

Textures can be imported from DDS files but only DXT or uncompressed pixel formats are currently supported.

If your app utilizes an unsupported texture compression, the textures will be uncompressed to RGBA 32 and stored in memory along with the compressed ones. So in this case you lose time decompressing textures and lose memory storing them twice. It may also have a very negative impact on rendering performance.

Android Player Settings
Blackberry 10