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Question by pep_dj · May 31, 2016 at 02:12 PM · 2dmobileoptimizationmemorymipmaps

Using -Texture Quality: Half- res and mip maps

I want to reduce memory usage on low-end mobile devices, so I use "half res" for texture quality. And to be able to do that, I have to leave checked "generate mip maps" option. The problem is that when using "full res" textures, "low res" textures are loaded in memory too, and this is a waste of space for a 2d game, where I really don't need mip maps.

Is there a way to load in memory "half res" textures without using mip maps? Can I disable mip map generation at runtime?

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avatar image Jessespike · May 31, 2016 at 07:12 PM 0
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Don't think you can disable mip-map generation at runtime. I thought they were generated in Unity Editor when imported. Doesn't disabling mip-maps in the Editor do what you want? Not sure why you say you need mipmaps enabled for quality settings to use half res. I'm 99% sure those are two different things. You should be able to disable mipmaps and use half-quality without a problem.

http://docs.unity3d.com/$$anonymous$$anual/class-TextureImporter.html

avatar image pep_dj Jessespike · May 31, 2016 at 08:10 PM 0
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If I disable mip-maps in the editor, then full res textures are loaded even I select "half res" for texture quality. Be able to switch between half and full textures without generating mip-maps is exactly what I want, but it seems it's not possible.

I want to do it to load SD or HD sprites depending on device resolution. But it seems that it's only possible using bundle asset variants, but I feel it's "overkill".

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