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unitytexture2darrayimportpipeline's Issues

Texture Quality Half Res and generating Texture2DArray

Texture2DArray importer vesion: 1.3.0
Unity version: 2020.3.23f1
Texture Quality (in Quality Settings): Half Res

For example:
2021-12-14_17-36-52

Expected behaviour: Texture2DArray generates without errors.
Current behaviour: Texture2DArray generates with Graphics.CopyTexture exception: "source and destination have different master texture limits. Soruce 1, Destination 0" and doesn't work.
2021-12-14_17-35-10
2021-12-14_17-35-16

Texture2DArray compression doesn't change with platform switch in Unity 2020.2.0f1

Expected behaviour: When changing platforms, it's expected that Texture2DArrays switchs its compression format, as the original texture does.
Formats are RGBA Compressed DTX5 for Windows, RGB(A) ASTC 6x6 for Android
Current behaviour: when switching platforms, original textures change formats, but the derived Texture2DArray maintains its old format.
Unity version is 2020.2.0f1. Texture2DArray Importer version is 1.2.0. Tested in an empty project.

Sept by step:
Create a Texture2DArray while Windows platform is selected and assign textures to it (from left to right, build settings, texture inspector and array inspector):
imagen

Switch to Android platform, with Texture Compression set to ASTC in build settings. Texture format and array format mismatch after switch,
imagen

Same behaviour appears when order is reversed. Create a Texture2DArray in Android, and assign textures to it.
imagen

Switch to Windows platform. Eexture format and array format mismatch again:
imagen

Beautiful repository

Not an issue, but I wanted to say that this is a beautiful repository. Feels like a native extension to Unity.

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