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So when I choose the texture in the Inspector window I see three tabs: Default, Standalones & Android. I can choose some variants of how to compress this texture, but:

  • My texture is a png (so it's RGBA). When I click the Default->Format I can see stuff like Alpha 8, R 8, RGB 24 bit. So if I choose R8, for example, does that mean that my GBA channels will be thrown away?
  • What is the Max Size? My texture is 600x375. If I choose 512 will it clip my texture to 512x375 or what? And why it is called Max Size if I am working with a single texture right now?
  • If I choose Default->Format to Automatic and does not do any override on any specific platform will Unity choose default texture compression formats for a specific platform using this table?
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This info can all be found in the manual

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    \$\begingroup\$ Note: your source file is not altered, the setting effects the compiled resource. You can always change the setting, preview the results, and choose differently without having to resave your images. \$\endgroup\$ Commented Feb 26, 2019 at 15:47
  • \$\begingroup\$ Thanks! But when I look at my image I see RGBA 32 bit when from the table I linked it should be RGBA Compressed ETC2 (I have Build target: Android, Format: Automatic, Compression: Normal Quality). Why is that so? \$\endgroup\$ Commented Feb 26, 2019 at 18:01
  • \$\begingroup\$ I think that's due the fact that not all phones support ETC2 ( might not be true in 2019 ) but I think you can enforce it in the export panel where you select the compression \$\endgroup\$
    – Sidar
    Commented Feb 27, 2019 at 17:14

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