M8-M9: README, настройки текстур под платформы, статус проверок
- README: с чего начать, какие команды есть, где что лежит - TECHNICAL.md: команда headless-сборки с её подводными камнями, настройки ASTC под Android/iOS, и честный раздел о том, что проверено, а что нет - PLAN.md: M8 и M9 помечены частичными — визуально игра не запускалась, браузер в этом окружении не поднимает главный цикл движка; там же список оставшихся хвостов Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -224,7 +224,22 @@ second editor instance, so it competes with a running editor for
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editor, or build from its Build panel. And `startScene` must be passed, or the
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build has no launch scene and stops on the splash.
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Mobile: ASTC textures per [ART.md](ART.md), PNG for web.
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### Per-platform texture settings
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[ART.md](ART.md) asks for ASTC on mobile and PNG on the web. Compression is set
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per image (or per folder) in the Inspector's texture-compress section, not in
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code, so it has to be applied once in the editor and is then stored in the
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`.meta` files:
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| Target | Setting |
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|---|---|
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| `web-mobile` | PNG, as now |
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| `android` | ASTC 6×6 for the card atlas, ASTC 4×4 for the UI sprites |
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| `ios` | the same ASTC settings; the format is supported on every device the game targets |
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The card atlas is the only texture where this matters — 2048×2048 uncompressed
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is 16 MB of video memory, and ASTC 6×6 brings that to roughly 1.2 MB. Do it
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before the first device build.
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### What is and is not verified
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