Hi all, I recently upgraded a project from 2017.4.4f1 to 2018.2.19f1 to get some significant performance gains, but when switching to build for different platforms I'm having serious problems. When swapping to a different platform, Unity re-processes all of the assets and in the editor they show up as "1024x1024 (Not yet compressed)" - however, when I try and build it fails with this error: Initially my iOS builds were showing up way larger than they should, and I realised that Unity just refused to compress to PVRTC format at all so I checked "Compress assets on import" and deleted my Library folder which fixed that issue. However, this new issue basically stops me from switching platforms and re-compiling which is essential for me. My last build was for iOS which uses the PVRTC textures, so it seems to be holding onto those and not realising that the cached texture is for a different target platform. I've tried using both the local cache server and running the unity-cache-server daemon manually but that still gives me the same problem (which is odd because that's running with an empty cache). This issue is happening on both my Macbook and Windows desktop, so I'm less inclined to believe that it's isolated to a configuration option on my end. Any ideas for debugging or something obvious I may be missing?