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Is EditorUtility.CompressTexture() affects build?

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I know that compressing texture with PVRTC needs to be squared POT. But, EditorUtility.CompressTexture() could compress 512x256 texture with PVRTC format, and when I build it for iOS, EditorLog outputs compressed file size. Is this cause some kind of overhead at runtime? Should I use squared texture for PVRTC format?

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