Hey, I noticed that ETC2 is to be the default texture compression for RGBA-textures on Android. Which makes sense, as RGBA4444 is horrible without dithering (I still maintain that we need built-in dithering for 16-bit!). Anyway, since ETC2 is not very commonly supported (starting with OpenGL ES 3.0, maybe some newer GLES 2 devices too?), it is a somewhat curious choice. Does Unity decompress the ETC2 texture during load on devices that do not support it? Then again, that would kinda defeat the whole purpose of compressing the texture.. Maybe we're better off with just providing several .APKs with different texture overrides like before? Or maybe the release notes are wrong and ETC2 is the default only when targeting GLES 3.0? Anyone tried this: what happens when you run an ETC2 compressed Unity app on a device that does not support it?