Hi Folks, does anyone has WebP plugin for Unity? I have all images in this format and I need to add it to my project. Thanks
There is a project for supporting webp in unity (did not test it) but its seems to be work in progress https://github.com/octo-code/webp-unity3d Option B: how about converting them to another format? You could use the free image viewer irfanview to batch convert them all. http://www.irfanview.de/ (You may need the all plugins package in addition to read the WebP Files.) Converting them to png should do fine.
Thanks a lot! I will check that out. I would like to keep them in webp format, the size is enormously different. 5GB > 800mb
Note that Unity doesn't use the original format for anything other than the initial import. Whether you have images in WebP format or TGA or PSD or anything else is irrelevant in the build. The only thing it would have any effect on is project size, but considering you can get 4TB hard drives for not much over $100 these days, that seems mostly irrelevant. Storage is cheap and plentiful, but your time is not—it's generally recommended to use PSD format since you can make edits very quickly and don't need to bother with exporting and so on. --Eric
The Webp plugin doesnt work... ( We will search more.... Eric: thanks, but that's not solution for me.
Hello! Does anyone know WebP plugin which works in WebGL??? I really need it. I've already tried this plugin https://github.com/octo-code/webp-unity3d . But this plugin has an error in WebGL: Code (JavaScript): uncaught exception: abort("To use dlopen, you need to use Emscripten's linking support, see https://github.com/kripken/emscripten/wiki/Linking") at jsStackTrace I think this means need to rebuild plugin with some fixes to make it works on WebGL. But I don't know how. I will appreciate any help with this. Thank you!
It depends how you use the images. I have a mobile puzzle game with a lot of 512x512 images. I originally had them as texture assets (PVRTC) with each texture being 128k. To reduce the app size I changed them to be raw jpg files (all are smaller than 128k) in the streaming assets folder which were loaded in as 32 bit RGBA textures as required. This isn't a big deal memory wise as there's only ever 1 texture loaded at a time. I'm now just tweaking the compression quality in order to further reduce the app size.