Version: 2018.2
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Upgrading to 64-bit iOS

iOS 2D Texture Overrides

Cuando está construyendo para diferentes plataformas, debe pensar en la resolución de sus texturas para la plataforma objetivo, el tamaño y la calidad. Puede establecer las opciones predeterminadas y luego anular las predeterminadas para una plataforma específica.

Esta página detalla Texture Overrides especificas a iOS. Una descripción de los Texture Overrides generales se pueden encontrar aquí.

Propiedad Función
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 an 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 and specular control textures or diffuse textures with transparency. 4 bits per pixel (32 KB for a 256x256 texture).
RGB Compressed PVRTC 2 bits Textura RGB comprimida. Formato de calidad inferior adecuado para texturas difusas. 2 bits por píxel (16 KB para una textura de 256x256).
RGBA Compressed PVRTC 2 bits Textura comprimida de RGBA. Formato de calidad inferior adecuado para texturas de control difuso y especular. 2 bits por píxel (16 KB para una textura de 256x256).
RGB Compressed ASTC 4x4 block

RGB Compressed ASTC 5x5 block

RGB Compressed ASTC 6x6 block

RGB Compressed ASTC 8x8 block

RGB Compressed ASTC 10x10 block

RGB Compressed ASTC 12x12 block
Compressed RGB texture. Supported by all Metal, OpenGL ES 3.2 and OpenGL ES 3.1+AEP GPUs, as well as by some OpenGL ES 3.0 GPUs. This compression type uses fixed 128-bit block size, and depending on the pixel block size (4x4 to 12x12), it may utilize 8 to 0.89 bits per pixel. The size of the compressed texture varies from 64 KB for a 256x256 texture (4x4 block, highest quality) to 7.6 KB for a 256x256 texture (12x12 block, highest compression rate).
RGBA Compressed ASTC 4x4 block

RGBA Compressed ASTC 5x5 block

RGBA Compressed ASTC 6x6 block

RGBA Compressed ASTC 8x8 block

RGBA Compressed ASTC 10x10 block

RGBA Compressed ASTC 12x12 block
Compressed RGBA texture. Supported by all Metal, OpenGL ES 3.2 and OpenGL ES 3.1+AEP GPUs, as well as by some OpenGL ES 3.0 GPUs. This compression type uses fixed 128-bit block size, and depending on the pixel block size (4x4 to 12x12), it may utilize 8 to 0.89 bits per pixel. The size of the compressed texture varies from 64 KB for a 256x256 texture (4x4 block, highest quality) to 7.6 KB for a 256x256 texture (12x12 block, highest compression rate).
RGB Compressed ETC 4 bits Compressed RGB texture. This is the default texture format for Android projects in Unity. ETC_RGB4 is a 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 Crunched ETC Compressed RGB texture. Crunch is a lossy compression format on top of ETC texture compression. Textures are decompressed to ETC_RGB4 by the CPU and then uploaded to the GPU at runtime. Crunch produces smaller textures than by regular ETC_RGB4 compression, but with lower quality. Crunch textures can take a long time to compress, but decompression at runtime is very fast. ETC_RGB4 is a part of OpenGL ES 2.0 and is supported by all Metal and OpenGL ES 2.0 GPUs. It does not support alpha. 4 bits per pixel (output size varies depending on the texture - from 1 KB for a 256x256 texture).
RGBA Compressed ETC2 8 bits Compressed RGBA texture. Supported by all Metal and OpenGL ES 3.0 GPUs. (64 KB for a 256x256 texture).
RGBA Crunched ETC2 Compressed RGBA texture. Crunch is a lossy compression format on top of ETC texture compression. Textures are decompressed to ETC2_RGBA8 on the CPU and then uploaded to the GPU at runtime. Crunch compression can be used to produce significantly smaller textures than by regular ETC2_RGBA8 compression, but with lower quality. Crunch textures can take a long time to compress, but decompression at runtime is very fast. Supported by all Metal and OpenGL ES 3.0 GPUs. 8 bits per pixel (output size varies depending on the texture - from 1 KB for a 256x256 texture).
RGB 16 bit 65 mil colores sin alfa Utiliza más memoria que los formatos PVRTC, pero podría ser más adecuado para UI o texturas nítidas sin gradientes. 128 KB para una textura de 256x256.
RGB 24 bit Truecolor pero sin alfa 192 KB para una textura de 256x256.
Alpha 8 bit Canal alfa de alta calidad pero sin ningún color. 64 KB para una textura de 256x256.
RGBA 16 bit Truecolor de baja calidad. Tiene 16 niveles de rojo, verde, azul y alfa. Utiliza más memoria que los formatos PVRTC, pero puede ser útil si necesita un canal alfa exacto. 128 KB para una textura de 256x256.
RGBA 32 bit Truecolor con alpha - Esta es la más alta calidad. En 256 KB para una textura 256x256, ésto es costoso. La mayoría de las veces, los formatos ** PVRTC ** ofrecen suficiente calidad a un tamaño mucho menor.
Compressor quality Elija Fast para un rendimiento más rápido,Es mejor para la mejor calidad de imagen y Normal para un equilibrio entre los dos.

  • 2018–06–14 Page amended with limited editorial review

  • Formato de compresión Crunch actualizado en Unity 2017.3

iOS Player Settings
Upgrading to 64-bit iOS