Hello, there. I am working in Oculus Quest, and I have the Texture Compression set to ASCT in Build Settings, but the TextureArrays I am using are prompting errors of having an unsupported format (DTX5), which leads me to think that Texture Arrays compression is not overriden at all by these settings. I have tried to change texture format when generating the arrays. ASCT_6x6 works fine, but the alpha channel (which I need for some under the hood calculations) is lost in the process. I tried then ASCT_RGBA_6x6, but Unity warns me about this format being not supported by the platform I tried then RGBAHalf, which I read somewhere that is not bad for Android. Works perfect, keeps alpha, but the resultant array is incredibly heavy (almost half a gigabyte), in comparison with previous formats. I could try and go back and forth between formats, but I would like if any of you could give me a little bit of insight about what could be the best format for a texture array in mobile, without losing the alpha channel.