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Spatial Unity SDK > Editor > Scripts > Utilities > AssetImportUtility.cs
Released version: 0.67.0 (July 12, 2023)
Each platform has its own supported texture formats, allowing you to optimize your project based on specific platform requirements. When selecting a texture, you have the ability to override the default format for each platform. If you haven't made any custom settings, the Creator Toolkit will automatically enable the recommended format for optimal performance.
<aside> 👉 ASTC8x8 for Android and iOS Crunched DXT1/DTX5 for WebGL
</aside>
ASTC (Adaptive Scalable Texture Compression) is widely regarded as the best texture format for mobile devices due to its high-quality output and efficient compression rate. ASTC supports different compression sizes, and we recommend using ASTC8x8 as the primary option. If you find the quality is not satisfactory, you can experiment with ASTC6x6 or ASTC4x4. However, keep in mind that ASTC4x4, while maintaining image fidelity, results in larger file sizes.
For a 1024x1024 texture with mipmaps:
ASTC4x4: 1.3mb ASTC6x6: 0.6mb ASTC8x8: 341.4kb
However, for WebGL, the DXT (Block Compression, BC) format is recommended. Although Unity WebGL offers ASTC options in the format list, they are specifically intended for mobile browsers, and Spatial does not support mobile web. Using ASTC formats in WebGL will cause Unity to convert the textures during loading, resulting in significant loading times.
Crunched DXT provides a good compression rate despite lower quality, making it a preferred choice for WebGL. The reduced file size translates to shorter loading times, improved performance, and reduced app crashes. If Crunched DXT produces noticeable artifacts, especially in lightmaps, you can consider using Compressed DXT for better quality. (But it may increase the texture size by 3~4 times.)
DXT1 is for RGB textures. If the texture contains alpha channel, then DXT5 should be used as it supports the alpha data.
If asset import settings have already been configured previously, the utility will not make any changes. Therefore, if the default settings applied by the utility are not satisfactory, you have the option to modify the settings manually.
When importing assets from the Unity AssetStore, the utility will not modify the settings as they have been preconfigured. If the settings are set to high quality or poorly optimized, it can result in a larger file size for the environment. To address this, you can manually adjust the settings using the buttons available in the Utilities tab of the Spatial Portal.
Feel free to use these manual optimization options to adjust the import settings as needed for your project.
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