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Question by Ipsquiggle · Jan 04, 2012 at 12:59 AM · mobilememorymipmaps

How can I load only specific mip levels?

I would like to use the same assets and single binary for both the 'standard' and 'HD' versions of a mobile game I'm making with Unity, but to use lower resolution assets on lower-rez (and generally less performant) devices.

Does Unity provide any mechanism to choose which mip levels are loaded for a texture at runtime? Or to compile out two versions of a texture and seamlessly choose the correct version at runtime?

I'd rather not go the 'resources' route if I don't have to, as that bypasses many of the nice features Unity has (and that I am using) for asset editing and management.

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Answer by luizgpa · Jan 04, 2012 at 01:39 AM

You can use different Quality Settings levels (Edit -> Project Settings -> Quality) or change the value of QualitySettings.masterTextureLimit via code. The description says it will be applied to all textures the way you want.

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avatar image Ipsquiggle · Jun 19, 2012 at 04:26 AM 0
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Oh wow, I missed your answer! Great, this is exactly what I'm looking for! :) (Well, it would be "exactly" if it was a bit more granular than global but...")

Too bad my project shipped. ;P Thanks anyways!

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