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Per-texture limits? Like masterTextureLimit, but for individual textures
We're making an open world game, and we'd like to adaptively manage resources for the various objects in the game. One way to do this is to load low-quality textures for unimportant objects (e.g. far away). Unity's QualitySettings.masterTextureLimit works well for [un]loading mip map levels for ALL textures, but this can cause a huge hitch, and we want to do this at the individual texture level. So far, I can't see any way to say, "for this textures, unload the first 2 mip map levels". Any thoughts?
Answer by Julian-Glenn · Nov 14, 2013 at 09:03 PM
From what I know you cannot individually handle the mipmaps of a singular object. Unity's engine handles that. It's governed by the distance from the camera of a particular object. Of course you could programmatically handle the applied 2D texture to an object based on proximity to the "Player" or "Camera" or any transform for that matter?
Hmm yeah I suppose I could handle that myself...I'll look into Unity's LOD system tho.