So I've noticed recently Quest versions have been taking much more space than before. A model that was under 10 mb before is suddenly 12.75 mbs. I am not sure which SDK update did it, but it was around 3.5.0 I think.
One of the reasons might be the forced ASTC compression.
The thing is:
1.) I was not able to get the avatar under 10mbs even after forcing 8x8 block or 10x10 block. I am using one 2k texture and one 2k x 1k rectangle texture and one matcap.
2.) The meshes take more space on an android build for some reason. You can see in the images assetbundle stats from a PC build and from an Android build.
In project settings, Optimize Mesh Data was turned on, so that is probably not the issue.
The only difference between the PC and Quest build is it being built for PC or Quest. It is the same avatar.