Here's something we learnt the hard way:
when exporting 2 builds of a project, one for the iOS, one for Android, the difference in size was more than 1gb apart! Turns out it had to do with the different compression standards uses by the different platforms. Apparently, on the iOS, texture width has to be a power of 2 in order to compress at all.
Reference: http://answers.unity3d.com/questions/226866/ios-vs-android-build.html#
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