Question – FBX textures being built uncompressed despite extraction
When building an FBX character model, the entire 75mb file size is always present in the build despite only 5mb of that being mesh. The other 70mb are the embedded textures, but despite extracting materials and textures from the FBX file and turning max resolution way down and crunch compression way up, the entire 75mb is always included.
Is there any way to only include the part of the FBX that is used? Otherwise extracting textures will always cause you to double up on texture inclusion. Only solution to my issue I can think of is to remove the textures from the FBX in another program and manually re-hook up all textures to the materials, but there are tons of references and we have this issue with other models, so would prefer a better solution.
WebGL export, Unity 2022.3.4f1 for reference
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