Merge pull request #1253 from beast-ofcourse/fix/managebuild-android-pvrtc-texture
fix(manage_build): stop forcing PVRTC texture compression on Android via subtarget
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@@ -49,15 +49,30 @@ namespace MCPForUnity.Editor.Tools.Build
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BuildOptions buildOptions,
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int subtarget)
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{
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return new BuildPlayerOptions
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var options = new BuildPlayerOptions
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{
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target = target,
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targetGroup = BuildTargetMapping.GetTargetGroup(target),
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locationPathName = outputPath,
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scenes = scenes ?? GetDefaultScenes(),
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options = buildOptions,
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subtarget = subtarget
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};
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// Subtarget is only meaningful for Standalone (Server vs Player).
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// On Android/iOS it maps to MobileTextureSubtarget (texture compression format).
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// Passing StandaloneBuildSubtarget.Player (0) for mobile platforms forces
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// a specific texture format — confirmed Unity bug IN-102413 where value 0
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// on Unity 6000+ triggers PVRTC, ignoring Player Settings.
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// Leave at platform default (0) so Unity respects Player Settings.
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if (target == BuildTarget.StandaloneWindows
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|| target == BuildTarget.StandaloneWindows64
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|| target == BuildTarget.StandaloneOSX
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|| target == BuildTarget.StandaloneLinux64)
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{
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options.subtarget = subtarget;
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}
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return options;
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}
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public static BuildOptions ParseBuildOptions(string[] optionNames, bool development)
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