Files
Beast-ofcourse 65983021aa fix(manage_build): stop forcing PVRTC texture compression on Android via subtarget
When manage_build builds for Android, BuildPlayerOptions.subtarget was
always set to StandaloneBuildSubtarget.Player (0). On Android, subtarget
maps to MobileTextureSubtarget (texture compression format). Building
with subtarget=0 on Unity 6000+ triggers a confirmed Unity bug (IN-102413)
that forces PVRTC texture compression — ignoring the project's Player
Settings (ASTC/ETC2).

Worse: setting subtarget persists the value in EditorUserBuildSettings,
overwriting whatever the user configured in Build Settings.

Fix: only set subtarget for Standalone platforms (Windows/OSX/Linux),
where it distinguishes Server vs Player builds. For all other platforms
(Android, iOS, tvOS, WebGL, etc.), leave subtarget at its default so
Unity respects the project's Player Settings.

Fixes #1212
2026-07-07 13:06:05 +05:30
..
2026-03-21 22:34:22 -04:00
2026-03-21 20:32:24 -04:00
2026-03-21 20:32:24 -04:00
2026-03-21 22:34:22 -04:00
2026-03-21 20:32:24 -04:00
2026-03-21 20:32:24 -04:00