According to Unity3D’S manual, when developing for iOS
Use iOS native PVRT compression formats. They will not only decrease the size of your textures (resulting in faster load times and smaller memory footprint), but also can dramatically increase your rendering performance! Compressed texture requires only a fraction of memory bandwidth compared to full blown 32bit RGBA textures.
You can use Unity’s built in PVRTC compression, but according to @ToxicBlob
Not all PVRTC are created equal
http://www.toxicblob.com/files/Not_all_PVRTC_are_created_equal.php
Well, the Unity manual also suggested using PVRTexTool to create your PVRs. They have a GUI tool and a command line tool. (Please read ToxicBlob’s blog on how to install the tool).
Since, my artists gives me a lot of texture files, there’s no way that I’d do the conversion one by one using the GUI tool, so Mac’s Automator to the rescue! I love Mac’s Automator, it’s now my new best friend.
So I made an Automator Workflow:
The shell script:
for f
do
/Applications/PVRTexTool/PVRTexToolCL/MacOS_x86/PVRTexTool -fPVRTC4 -pvrtchighquality -yflip 1 -square -i”$f” -o”$f”
done
EDIT: I edited the previous script, adding “-o$”f”” so that the output file will be in the same folder as your input file.
Just add all your textures in the Get Specified Finder Items part and click Run!
And that’s it!