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 iOS. 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 PVRTC 4 bits||Compressed RGB texture. This is the most common format for diffuse textures. 4 bits per pixel (32 KB for a 256x256 texture)|
|RGBA Compressed PVRTC 4 bits||Compressed RGBA texture. This is the main format used for diffuse & specular control textures or diffuse textures with transparency. 4 bits per pixel (32 KB for a 256x256 texture)|
|RGB Compressed PVRTC 2 bits||Compressed RGB texture. Lower quality format suitable for diffuse textures. 2 bits per pixel (16 KB for a 256x256 texture)|
|RGBA Compressed PVRTC 2 bits||Compressed RGBA texture. Lower quality format suitable for diffuse & specular control textures. 2 bits per pixel (16 KB for a 256x256 texture)|
|RGB Compressed DXT1||Compressed RGB texture. This format is not supported on iOS, but kept for backwards compatibility with desktop projects.|
|RGBA Compressed DXT5||Compressed RGBA texture. This format is not supported on iOS, but kept for backwards compatibility with desktop projects.|
|RGB 16 bit||65 thousand colors with no alpha. Uses more memory than PVRTC 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. Has 16 levels of red, green, blue and alpha. Uses more memory than PVRTC formats, but can be handy if you need exact alpha channel. 128 KB for a 256x256 texture.|
|RGBA 32 bit||Truecolor with alpha - this is the highest quality. At 256 KB for a 256x256 texture, this one is expensive. Most of the time, PVRTC formats offers sufficient quality at a much smaller size.|
|Compression quality||Choose Fast for quickest performance, Best for the best image quality and Normal for a balance between the two.|