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>
This commit is contained in:
ftc
2026-09-13 11:34:16 +03:00
co-authored by Claude Opus 5
parent 4f3a26dc45
commit 3a36b698dc
3 changed files with 73 additions and 3 deletions
+16 -1
View File
@@ -224,7 +224,22 @@ second editor instance, so it competes with a running editor for
editor, or build from its Build panel. And `startScene` must be passed, or the
build has no launch scene and stops on the splash.
Mobile: ASTC textures per [ART.md](ART.md), PNG for web.
### Per-platform texture settings
[ART.md](ART.md) asks for ASTC on mobile and PNG on the web. Compression is set
per image (or per folder) in the Inspector's texture-compress section, not in
code, so it has to be applied once in the editor and is then stored in the
`.meta` files:
| Target | Setting |
|---|---|
| `web-mobile` | PNG, as now |
| `android` | ASTC 6×6 for the card atlas, ASTC 4×4 for the UI sprites |
| `ios` | the same ASTC settings; the format is supported on every device the game targets |
The card atlas is the only texture where this matters — 2048×2048 uncompressed
is 16 MB of video memory, and ASTC 6×6 brings that to roughly 1.2 MB. Do it
before the first device build.
### What is and is not verified