Power of Two Settings for DXT to PVR conversion

We have our UI images set to default (DXT) compression and no mipmaps so that they do not have to be base 2. This works fine on desktop and allows us to have a smaller resource footprint as the userinterface2D setting is much larger for seemingly no benefit.

When building to iOS, some images do not render and display a “See Power of 2 Settings” error message. We checked and it appears that the UI images which are not base two render fine while the ones that ARE base two display the error.

Would a different power of 2 setting or enabling mipmaps for only the base two UI images solve this issue?

Or should we be doing something else?

I cannot find any justification to use userinterface2D “compression” setting as it appears to actually inflate the size of images rather than decrease them.

Having this same problem. The ones that ARE power of 2 are not being displayed properly. Anyone?

Same problem with 4.15 on iOS! Power of two textures are not displaying properly, non-power of two textures are!

Any resolution to this? It’s crickets in here.

I had a similar problem with a texture. I got it fixed by changing the import settings of the texture to UserInterface2D. It no longer requires a power of two afterwards.