Hey all.
Not sure where to post this, but I figured since it's not an NGUI thing, and the Unity Support forums are flippant about 2D applications for Unity, this might be a likely spot. I figured it'd also help since a lot of us here design around 2D games, and this might be applicable to some other members / teams.
I'm wondering if anyone has encountered this issue before. I'm an artist working on a board game for tablet devices. Due to the nature of these games, we have a large amount of unique art assets which we would not like to compress down, as most compression formats available for mobile devices simply don't handle painted assets like these well.
Saving our textures in the PNG format is ideal for us since it retains the quality when used in-game (it does balloon back to truecolour size in VRAM, but we've designed around that) but keeps the post-install size of your app way down. We can save around 100 - 140 megs on a users phone, which helps retention of the app.
Unity simply won't allow you to build out the final app with textures saved in a PNG format, though. So has anyone found a work around for this? I'm not necessarily looking for an automated system either - I can lose a few hours to doing this process manually. I've looked around a bunch, but all I found was five lines of code that as an artist I'm not sure how to use in our project. (Reference here:
http://forum.unity3d.com/threads/162962-Unity-iOS-Image-Sizes?p=1117160&viewfull=1#post1117160)
Any ideas would be greatly appreciated!