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Question by Ross_S · Sep 03, 2015 at 09:18 AM · texturesqualitysettingsmipmaps

QualitySettings Texture Quality not working - but MipMaps On - iPad2

Edit: this works on iPhone5s perfectly but not at all on iPad2 !?

Hi, So to test this because it wasn't working i've just reduced it to a very simple totally fresh project. Unity 4.6.8

The project has one 4096x4096 truecolour texture - which has mipmaps turned on. The texture is being used in a single SpriteRenderer object. The default Quality Settings for the project have "Texture Quality" set at HalfRes.

When the project starts up i print out the QualitySettings.masterTextureLimit and it is 1 ... which should be the first level of mipmap... which is correct.

BUT - the memory profiler reports that the texture is sitting in memory at 85 megs.... which is its full res size.... - I've tried fiddling with the texture settings.... nothing seems to make any difference... Any Clues greatly appreciated! Thanks

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Answer by Ross_S · Sep 03, 2015 at 02:41 PM

Hmmm... ok so... it seems this was working all along and what wasn't working was the Unity Memory Profiler! Only from iPad2.... from iPhone5s it worked fine... on iPad2 if I used the Xcode memory profiler instead then it all made sense.... less memory when using QualitySettings.masterTextureLimit at 1 than 0... etc...

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