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[Bug]: manage_build (Android/AAB) forces PVRTC texture compression, ignoring the project's texture settings → Google Play excludes ~75% of devices #1212

Description

@AxidentDK

What happened?

An Android AAB built via manage_build ends up requiring the PVRTC GL texture-compression format,
even though the project is set to ASTC / "Use Player Settings" and no texture has a PVRTC override. The
identical project built from the Unity Editor UI does not add that requirement. PVRTC is
PowerVR-only, so Google Play then excludes ~75% of Android devices (most Adreno/Mali phones & tablets).

Reproduction steps

  1. Unity 6 Android (AAB) project containing at least one imported, compressible texture (here: a
    128×128 RGBA PNG). A purely procedural project with no imported textures does NOT trigger it.
  2. Player Settings → Texture compression format = ASTC; Build Settings → Texture Compression =
    Use Player Settings (also reproduced with explicit ETC2).
  3. Build via manage_build { action: "build", target: "android", output_path: ".../app.aab" }.
  4. java -jar bundletool.jar dump manifest --bundle=app.aab

Unity version

6000.4.9f1 (revision f7258d6eebbe)

MCP for Unity package version

9.7.3

Python server version

9.7.3

MCP client

Claude Code

Transport

HTTP (default)

OS

Windows

Relevant logs / console output

bundletool dump manifest — BRIDGE build (manage_build):
  <supports-gl-texture android:name="GL_IMG_texture_compression_pvrtc"/>

bundletool dump manifest — UI build (same project, Texture Compression = ETC2):
  (no <supports-gl-texture> entry at all)

Checks

  • I searched existing issues and did not find a duplicate
  • I included logs / steps to reproduce

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