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Question by TriplePAF · Sep 04, 2011 at 08:16 PM · iostexturemipmaps3.4mipmap

Mipmap bias not Set on device with Unity 3.4 IOS project

Hello,

In Unity 3.3 I used the following code to set the mipmap bias at runtime.

 public Texture[] textures;
 public float bias = -2.0f;
 
 
 void Start ()
 {
     foreach (Texture t in textures) {
         t.wrapMode = TextureWrapMode.Repeat;
         t.filterMode = FilterMode.Bilinear;
         t.mipMapBias = bias;
         
         
     }        
 }

In Unity 3.4 everything looks ok inside the editor but the bias is not set on my IOS devices. Is there something changed in version 3.4 that I overlooked inside the Unity scripting reference manual?

Peter.

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avatar image DerWoDaSo · Sep 28, 2011 at 05:07 PM 0
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I havent tried it with 3.3, but now I have the same problem with Unity 3.4. Any progress / ideas?

avatar image thenelson · Sep 28, 2011 at 06:15 PM 0
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Does applying the texture at runtime work for you? I am having a similar issue where my terrain looks entirely black after applying a texture at runtime.

avatar image DerWoDaSo · Sep 28, 2011 at 10:17 PM 0
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Do you mean using the material.SetTexture() method? I think it works fine, but I will check that on the device again tomorrow.

avatar image thenelson · Sep 28, 2011 at 11:00 PM 0
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$$anonymous$$y issue was with the terrain but I think I fixed it. I had changed the texture compression in the build settings, maybe something similar would work for you?

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Answer by TriplePAF · Oct 11, 2011 at 07:40 PM

I found the problem. It is the new mobile diffuse shader. After switching it back to something else like vertex colored the mipmap bias behaves correct.

Peter.

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