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Question by jctz · Jun 20, 2014 at 03:39 AM · texturequalityoverride

Can individual textures be told to ignore the Texture Quality setting?

We need to change our texture quality setting for low-spec devices but we also have a number of large textures that aren't meant to be downsampled because they're full-screen textures that represent a map of our world. Is there a setting on the Texture Importer that we can specify to tell Unity to not downsample on a per-texture basis?

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avatar image Klarax · Jun 20, 2014 at 12:42 PM 0
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i think only way is to look into mipmaps

http://docs.unity3d.com/ScriptReference/Texture-mip$$anonymous$$apBias.html

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Answer by josefnpat · Sep 24, 2015 at 07:38 AM

In Unity 5.1.0f3, find the texture that you don't want to be down-sampled, and change:

Texture Type -> Sprite (2D and UI)

Generate Mip Maps -> Disabled

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Answer by idbrii · Oct 31, 2018 at 11:31 PM

I had the same problem, but on a texture downloaded via WWW, so I couldn't turn off mipmaps. My solution was to use WWW.LoadImageIntoTexture:

 public Image img;

 ...

 WWW www = new WWW(url);
 yield return www;
 www.LoadImageIntoTexture(img.mainTexture as Texture2D);

[1]: https://docs.unity3d.com/Manual/class-QualitySettings.html

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