![]() That means you can get a scaled down 2× image on a 1× display. If you’re building Mac apps, and your 1× images end up in a different PNG format due to compression (greyscale 8bpc PNG vs RGBA 8bpc PNG etc), then macOS can use the wrong PNG to render. That means your compression efforts will be lost unless you change your Xcode settings for the project. But, Xcode will recompress all your images, unless you tell it not to. You can optimise your PNG images, if you’d like. If you need or want to draw vector icons in realtime, PaintCode is a better option, because it means you’re actually drawing the artwork realtime (PDFs just render a bunch of PNGs when building the app, and offer pretty much no advantage). That means you’ll need a normal and adaptive app icon. You should definitely create a Android adaptive app icon, too. It could be worth checking with your target devices though. ![]() If you want, you can probably skip over the 1.5× assets, as not many devices use them. ![]() If you can, WebP is a more optimal format than PNG, so that should be used. Please note that it’s only suitable for some types of artwork, and you need to be a little careful on Android versions targeted, and drawing performance. AndroidĪndroid’s vector drawable format is good, when you can use it. It’s not just download times that are impacted, but also app launch time, the amount of memory used, and the amount of disk space required. Where possible, avoid images with really big dimensions - they’re huge files at higher screen densities. Yes, it can mean your images take up a bit of space overall. For Android, that means 1×, 1.5×, 2×, 3×, and 4× PNGs or WebP images. Yes, you should export all required sizes, and most of the time your assets should be bitmap images.įor iOS, that means 1×, 2×, and 3× PNGs.
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