Compressing images on import will have no positive effect on performance as all images are fully decompressed before rendering:
Quoted here:
[quote:sfxhp6vu]
Also note images are fully decompressed before rendering, so the file format (whether you choose PNG-32, PNG-8 or JPEG) will have no effect on runtime memory use - only the download size.
nevertheless, i think this is the go-to for developers.
as time goes by we, more and more commonly, see games reaching insane MB/GB's of size.
for example i always export jpgs at 75~80 and the exactly size ill be needing.
strange that in this link Ashley also notices:
[quote:sfxhp6vu]The combined spritesheets for this single object is a 300kb download and uses 2mb of memory. Without spritesheets the separate images would have been a 460kb download and used about 3mb of memory. So when applied to the entire project the savings can be quite significant.
I understand that this is about spritesheet VS single images, but still, 300kb x 460kb ~ 1MB memory.
Edit:
Will compress better and create size according to what I actually need. Unfortunately I have been resizing these sprites in the editor.
Btw, to do this easily (if you don't know already), you can export the image accordingly and then, on the sprite, reimport the images. I didn't mean to underestimate, just because once i saw a tuto on youtube and the dude reimported the image as a new sprite and put behaviours, animation, etc, all over again, swapping this whenever needed on event sheet.