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That's not strange, it is Unity's behavior. Unity compresses texture on build time, and if the build runs on device that doesn't support texture's...
I made feedback for ASTC on iOS feature. https://feedback.unity3d.com/suggestions/astc-texture-compression-support-for-ios
yeah, It still happens in Unity 4.3.3. It seems to happen on OpenGL ES 2.0 target and enabled Multithreaded Rendering. I switched target to...
I'm not sure the speed of new method: texture.LoadRawTextureData(), but I tried it on Unity 3.5, the fastest method was texture.SetPixels32(). my...