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Question by Namshub · Aug 02, 2015 at 08:26 AM · androidtexture compression

Why aren't my texture's with alpha channels not getting properly overriden with ETC2 compression?

I had my game compiling to android just fine with unity 4.6. Now that I've upgraded to 5.1, all of my png's that have an alpha channel use 16 bit, even when I have changed the build settings so that compressed textures should use ETC2 for android. They show 16 bit in the preview window as well as when I run the game.

Additionally, I use LoadLevelAsync(), which use to have virtually no noticable hiccup when changing levels (My game is a 2d platformer). After updating to Unity 5 my game freezes for a couple of seconds with every scene change, as if I'm not loading the levels asynchronously at all. This only happens on Android, iOS seems to load scenes as seamlessly as ever.

Has anyone else experience this or know what might have changed to cause this behaviour?

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