· There are mainly four texture compression types supported on Android: ETC1 (Ericsson texture compression). This format is supported by all Android phones. But, it doesn't support an alpha channel, so can only be used for opaque textures. PVRTC (PowerVR texture compression). Supported by devices with PowerVR GPUs (Nexus S, Kindle fire, etc.). · With TCFT, you can include multiple versions of texture assets using different texture compression formats inside your asset packs. At install time, Google Play will select the appropriate compression format for a specific device and only download and install texture assets matching the selected compression format. For certain Android mobile games, you may see four (4) different Android APKs (Android application package) on your download page. This Help Center article will explain where there are four (4) different APKs, the differences among them, and will provide resources to help you determine which APK you will need for your Android device.
To create an App Bundle Build, open your Project Settings and navigate to the Platforms Android section. In the App Bundles section, enable Generate Bundle (AAB). Now when you package a project for Android, you will generate bltadwin.ru file to upload to Google Play. You will also generate a bltadwin.ru for testing purposes. The Google Play Store is helpful here: it lets you specify different app packages for different target platforms, so devices will only download textures in a compression format they natively support. Apple takes a different approach: you upload a single IPA file that contains all assets, but since iOS 9 you can use app thinning (slicing in. Opening the File menu, scroll down to Package Project, and hover your mouse curser over Android before selecting Android (ETC1). Click for full image. After the Open Directory menu appears, create a new folder entitled Android_Builds using the New Folder button. Click for full image.
Texture Support - The OpenGL ES API has the best support for texture compression because it guarantees availability of the ETC2 compression format, which supports transparency. The 1.x and API implementations usually include support for ETC1, however this texture format does not support transparency and so you must typically provide. Texture compression formats in Android. The top compression formats in Android are ETC1, ETC2, and ASTC. Top texture compression formats with device penetration as of September ETC1 is supported on practically all devices. It has no transparency support; games can use a second texture for the alpha component. Hey, I noticed that ETC2 is to be the default texture compression for RGBA-textures on Android. Which makes sense, as RGBA is horrible without dithering (I still maintain that we need built-in dithering for bit!). Anyway, since ETC2 is not very commonly supported (starting with OpenGL ES , maybe some newer GLES 2 devices too?), it is.
0コメント