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Question by utahwithak · Oct 03, 2013 at 06:30 PM · assetbundletexture2dassetpostprocessor

Texture format not saved in asset bundles

I am building a asset bundle and storing a bunch of textures. I have a custom asset importer script so that all the settings are the same and most specifically I turn off mipmapping. I then go and try and use that texture and as I move in and out I can see that it is still using mipmapping.

Is there something I am missing in the documentation or usage of asset bundles?

Here is my texture processor

   public void OnPostprocessTexture(Texture2D texture){
         TextureImporter textureImporter = AssetImporter.GetAtPath(assetPath) as TextureImporter;
         textureImporter.mipmapEnabled = false;
         textureImporter.compressionQuality = (int)TextureCompressionQuality.Best;
         textureImporter.textureFormat = TextureImporterFormat.ARGB32;
         
         if(assetPath.Contains("Resources/2DView")){
             texture.filterMode = FilterMode.Bilinear;
             texture.wrapMode = TextureWrapMode.Clamp;
             texture.Apply(true);
 
 
     
         }
     }
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avatar image yibo0620 · Nov 05, 2014 at 08:33 PM 0
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Hi there, I am having the same issue. When asset bundle is build and I run profilor, it was obvious that my mipmap is still on. Did you eventually found a work around?

avatar image smoggach · Nov 05, 2014 at 09:08 PM 0
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it may be because of incompatible/missing settings. For instance compressionQuality has no effect if the texture format isn't compressed. You might also try setting the TextureType to advanced before setting the mipmapEnabled.

If it's still a problem you will have much better results loading the image from Strea$$anonymous$$gAssets with WWW and manually creating the texture.

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