All the API calls to load or compress Texture2D at runtime seem to handle DXT formats only for compressing - what about on mobile - ios/android? Are there no compress at runtime solutions, or is it too slow? e.g. Texture2D.Compress "After compression, texture will be in DXT1 format if the original texture had no alpha channel, and in DXT5 format if it had alpha channel. If the graphics card does not support compression or the texture is already in compressed format, then Compress will do nothing."