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Change always use ASTC texture compression
Since we want to also target mobile platforms. Note that you might want to stick to DXT if you only want to deploy for desktop
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Assets/Scripts/Editor/BuildScript.cs

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@@ -66,6 +66,9 @@ public static void Build(string[] args)
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PlayerSettings.SetScriptingBackend(BuildTargetGroup.Standalone, ScriptingImplementation.Mono2x);
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break;
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case BuildTarget.WebGL:
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// Use ASTC texture compression, since we are also targeting mobile versions - Don't use this for desktop only targets
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buildPlayerOptions.subtarget = (int)WebGLTextureSubtarget.ASTC;
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if (options.TryGetValue("tag", out string tagVersion) &&
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!string.IsNullOrEmpty(tagVersion))
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{

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