General Unity limitations apply here:
MichelVictor написалFirst, if the images are compressed via unity inspector, when I repack the images become white squares, depending on the compress format other weird things happens.
Reading from compressed textures is in general not supported in Unity (at least this applies to the majority of Unity versions and formats), I wonder that it even did perform anything at all and not throw an exception.
Second, some of the texture compression using in the repack atlas like DTX5crunched makes the Unity crash.
What exactly did you do that made it crash? Do you mean you tried to re-pack from a compressed texture?
If yes: this is expected as described above.
If no: do you mean you compressedthe re-packed texture and it crashed there?
If I don't make the textures crompressed before, the game build size will drastically increase.
Depending on the target platforms, the available texture compression formats produce artifacts quite unsuitable for sprite art with sudden changes in opacity and color (e.g. black outlines or anything close to vector-art). Chances are that if you don't find the compression artifacts ugly on your art already (for which it is rather unsuitable), that you can then cut resolution in half, saving the same storage space amount.
If this is not an option and you really need all textures compressed, I'm afraid you will need to use atlases packed at build-time.