ye png is better, using gifs are the reason why some old projects are very heavy in space.
As someone who works professionally with images all day, I have to disagree with you here for two reasons:
1- What made those old projects large wasn't the difference between GIF and PNG, but rather
sound effects and music. Many people used stereo sound effects at 41kHz (even though stereo makes no difference here) and stereo music in .bor format.
In the case of music, stereo can make a difference in certain situations. When you change the format from .BOR to .OGG, the difference is quite large – much more so than the difference between .PNG and .GIF.
I've helped some people reduce the size of their game .pak files just by reducing the number of sound effect channels and lowering their quality to 22kHz. If you use optimized .OGG, the difference is even greater (I use this in my projects).
2- PNG isn't always lighter than GIF; it's not a rule. There are several factors that can affect this:
- GIF encoding type (GIF87a, GIF89a, LZA compression, etc.)
- Image size
- PNG compression type (interlacing)
Many people used GIFs in games (as is my case) because version 3 had a problem where using PNG increased the game's loading time, which was only fixed after a long time.
If you use interlaced PNG, the chance of increasing the loading time is real.
The fact we support .gif at all is one of the many reasons outsiders take one look at the engine and dismiss it as not "modern".
But that's their problem and their ignorance, since we're talking about 8-bit images in most cases – there's nothing an 8-bit PNG can do that an 8-bit GIF can't.
Of course, this changes when we're talking about 16-bit images.
Interestingly, trying to work with 8-bit images and palettes in the "modern" Unity is a nightmare
