Before publishing an effect you should experiment with different compression settings to make your overall project size as small as possible. A smaller project size can improve the number of impressions your effect gets.
Any compression you apply in Spark AR Studio won't affect your original files.
It's also worth taking a look at our guide to optimization, for other techniques to help reduce the size of your effect.
All files are automatically compressed when you add them to a project. Spark AR Studio will use the automatic compression setting to find the best type of compression for each texture, for all devices - according to the image's contents.
If you want to compress textures in your project more, or less, you can either:
We recommend adjusting the compression settings for all textures at the same time first, then experimenting with individual textures if you need to.
Do this in the project properties:
The Compression Method will be set to Automatic. This setting finds the best type of compression for each texture, for all devices - according to the image's content.
Adjust the Quality slider to apply more or less compression. The higher the quality, the less compression will be applied. It's best to experiment with this option before adjusting settings for individual textures.
You can change the Resolution for textures in your project here too. This will set the maximum texture size. A lower resolution can speed up compression and result in lower file sizes, but it will impact the quality of images.
It’s best to experiment with the Quality slider before adjusting the Resolution.
To see and adjust the compression settings for individual textures:
You’ll see options to edit how compression is applied to the texture on iOS, Android and Older Android devices:
Check the box next to the device type that you want to edit compression for, and select a compression option from the dropdown list next to Format.
You’ll see different options for each device type.
Depending on the type of texture you're compressing, some Formats will look better than others. Selecting Smart will apply the same compression method as in the project properties - automatically finding the best type of compression for the texture.
The following compression options are available for iOS devices:
The following compression options are available for Android devices:
You can choose from the following options:
Max Size and Quality
Once you've selected a Format, you'll be see two more options - Max Size and Quality.
Change the Max Size option to limit the size of the texture. A smaller size will result in smaller textures, reducing the size of your effect. The Smart compression option will reduce texture sizes automatically.
You can't make the size of the texture bigger than the original, unless you resize it internally.
Editing the Quality setting applies more, or less, compression. This impacts how good the texture looks. The highest setting usually results in better quality effects - but devices will take longer to calculate the compression. For PNG and JPEG compression options, the quality setting effects the file size.
You can test the appearance and performance of your effects after applying compression using the Spark AR Player app.
You can find which textures are taking up a lot of space in the the Asset Summary. Then, you can decide where reducing texture size and applying compression will have the most impact.
To see the Asset Summary:
A list of all the assets included in your project, for each device type, will appear underneath the Viewport.
You'll see both downloaded and unpacked bundles. Unpacked bundles are the unpacked files, ready to be displayed. Downloaded bundles are the zipped up files that get downloaded to a device.
You can also see the size of each texture when it's select in the Assets Panel. The file sizes for downloaded and unpacked bundles are listed under Image Size in the Inspector:
You can also see which assets aren't being used in your effect in the Asset Summary. Removing these assets can improve performance.
Assets that are being used in the effect have a tick next to them under the Used column:
If assets are referenced in a script or the Patch Editor, they won't be shown as Used.
Remove any assets that don't have a tick next to them - unless you know they're referenced in a script or the Patch Editor.
To remove an asset: