65983021aa
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