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Texture format not saved in asset bundles
I am building a asset bundle and storing a bunch of textures. I have a custom asset importer script so that all the settings are the same and most specifically I turn off mipmapping. I then go and try and use that texture and as I move in and out I can see that it is still using mipmapping.
Is there something I am missing in the documentation or usage of asset bundles?
Here is my texture processor
public void OnPostprocessTexture(Texture2D texture){
TextureImporter textureImporter = AssetImporter.GetAtPath(assetPath) as TextureImporter;
textureImporter.mipmapEnabled = false;
textureImporter.compressionQuality = (int)TextureCompressionQuality.Best;
textureImporter.textureFormat = TextureImporterFormat.ARGB32;
if(assetPath.Contains("Resources/2DView")){
texture.filterMode = FilterMode.Bilinear;
texture.wrapMode = TextureWrapMode.Clamp;
texture.Apply(true);
}
}
Hi there, I am having the same issue. When asset bundle is build and I run profilor, it was obvious that my mipmap is still on. Did you eventually found a work around?
it may be because of incompatible/missing settings. For instance compressionQuality has no effect if the texture format isn't compressed. You might also try setting the TextureType to advanced before setting the mipmapEnabled.
If it's still a problem you will have much better results loading the image from Strea$$anonymous$$gAssets with WWW and manually creating the texture.
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