[iOS / Android] Quality Settings Texture Size Changes at Runtime Issue
(Created new question other similar ones date back as far as 2014 and most received no replies nor support)
Changing Quality Settings at runtime works in the Unity Editor and in the Standalone Players for OSX and Windows64.
However the same script doesn't do anything on an iOS or Android build. Is there something that needs to be checked or set-up before hand? or maybe do that through another API call?
Thanks in advance, any pointers on this front greatly appreciated.
The gist of the scripts: QualitySettings.masterTextureLimit = 0 for full res, 1 for half (medium) 2 for quarter (low).
EDIT UPDATE: Calling the Quality Settings functions directly themselves works. My issue was using UltEvents plugin which is basically a UnityEvent class but enhanced with a lot of features, one of them that it can serialize calls to static classes and static methods. Static class/methods do still work but only for scripts created in the project not UnityEngine or other built-in ones (at least QualitySettings ones fail).
Solution: Created a simple wrapper mono behaviour with simple public methods that end up calling the Quality Settings ones (setQualityLevel, maxTextureLimit, etc).