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TextureImporter Refactoring to support PNG storage?

Discussion in '5.5 Beta' started by mdrotar, Aug 28, 2016.

  1. mdrotar

    mdrotar

    Joined:
    Aug 26, 2013
    Posts:
    377
    I don't see it in the feature description but is this refactor getting us any closer to having TrueColor sprites/textures stored with PNG or JPG compression? The feedback item is this https://feedback.unity3d.com/suggestions/png-and-jpg-texture-format

    Also, there used to be a Roadmap item for compressing all included assets with LZ4, similar to the way Asset Bundles can be compressed now. I don't see that on the roadmap anymore. Has that effort been ditched?
     
    MrEsquire and alexeyzakharov like this.
  2. alexeyzakharov

    alexeyzakharov

    Joined:
    Jul 2, 2014
    Posts:
    507
    Hi,

    No, LZ4 compression is used for all resources in WebGL, other platforms can use Asset Bundles to have data compressed and loaded from StreamingAssets folder. Also some asset types (e.g. shaders) are always compressed with LZ4.
     
  3. ortin

    ortin

    Joined:
    Jan 13, 2013
    Posts:
    221
    Can you explain why WebGL Resources are compressed but others not? Coz it seems strange, as not many games are WebGL only, so this feature is virtually useless as you should use asset bundles for other platforms and if you already have them you'll us them on WebGL as well.
    Migrating old games from Resources to asset bundles are not that easy and with currently both Apple store and Google Play showing install size, Resources suck a lot. And adding an extra decompressing layer (which already in place for WebGL!) seems easy and straightforward.
     
    alexeyzakharov and mh114 like this.
  4. Julien_Unity

    Julien_Unity

    Unity Technologies

    Joined:
    Nov 17, 2015
    Posts:
    72
    Answering the first question: This refactoring was more related to a sanitation of Texture type/compression/format/shape parameters as well as some internal stuff so it did not really change the status of that kind of features unfortunately. I did however send the request to the mobile people to make sure they are still aware of the issue.
     
  5. alexeyzakharov

    alexeyzakharov

    Joined:
    Jul 2, 2014
    Posts:
    507
    It is very important for WebGL to have data being compressed and use less memory as it stores it in RAM.

    Android has it's own compression (ZIP) which is used in apk file. And thus Resources on Android are compressed.
    iOS can definitely benefit from data compression. But, like for other platforms, there is a caveat in Data folder compression. It might have negative impact on install or update size as it affects delta-compression and lzma compression performed on top of lz4 compression.
    We are still planning support Data folder compression and investigating possibilities to add an option to BuildPlayer API and support Standalone and iOS platforms.