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Use ASCT instead of DXT1 for Android builds and Texture Array creations #356

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@JaXt0r

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@see: https://docs.unity3d.com/6000.3/Documentation/Manual/texture-choose-format-by-platform.html

TODOs

  • Go to GUZ.Core.Services.Caches.TextureCacheService.BuildTextureArray
  • Ensure, that the format is selected (Debug.Log command)
  • Check if the other texture format has performance benefits on Android/Meta Quest
    • Performance for caching at runtime
    • Performance for runtime usage while playing (if somehow easily testable)

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