Hi there. To further elaborate, I'd like to know if there's a larger 'atlas' texture compiled of all of the singular textures you import into unity as a part of it's compression process.
Our team is working on an RTS that will run on iOS and we would like to reduce as many texture calls as possible by combining textures for assets into larger texture maps rather than many small. This would reduce the calls a lot and improve the performance. However if this is taken care of by unity behind the scenes then we'd rather not spend time doing so!
I've looked high and low and can't find any documentation on the matter.
Help much appreciated.
Answer by Eric5h5
Oct 27, 2010 at 08:54 PM
No; if you want a texture atlas you make one yourself. There is a Texture2D.PackTextures function which you can potentially use.
Answer by dendrophile 1
Oct 28, 2010 at 03:55 PM
What unity does do on iOS devices (for Pro versions at least) is combine geometry that share the same materials. This is called batching and works on both dynamic and static geometry. If you can apply texture atlasing and get more of your assets sharing the same material, then your title ought to get some great performance!
Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.
The best place to ask and answer questions about development with Unity.
To help users post good questions and use the site effectively we have posted a user guide.
If you are a new user, check out our FAQ for more information.
If you are a moderator, see our Moderator Guidelines page.
We are making improvements to UA, see the list of changes.
For troubleshooting common problems with Unity 5.x Editor (including Win 10).
Answers and Comments
No one has followed this question yet.
Compressed texture using same memory as uncompressed in run time? Please clear up.
Why are compressed textures showing up huge in memory?
Textures/Atlases and memory management
Low Memory Crash on iPad1
Alpha 8 to save Texture size?