- Home /
Using -Texture Quality: Half- res and mip maps
I want to reduce memory usage on low-end mobile devices, so I use "half res" for texture quality. And to be able to do that, I have to leave checked "generate mip maps" option. The problem is that when using "full res" textures, "low res" textures are loaded in memory too, and this is a waste of space for a 2d game, where I really don't need mip maps.
Is there a way to load in memory "half res" textures without using mip maps? Can I disable mip map generation at runtime?
Don't think you can disable mip-map generation at runtime. I thought they were generated in Unity Editor when imported. Doesn't disabling mip-maps in the Editor do what you want? Not sure why you say you need mipmaps enabled for quality settings to use half res. I'm 99% sure those are two different things. You should be able to disable mipmaps and use half-quality without a problem.
http://docs.unity3d.com/$$anonymous$$anual/class-TextureImporter.html
If I disable mip-maps in the editor, then full res textures are loaded even I select "half res" for texture quality. Be able to switch between half and full textures without generating mip-maps is exactly what I want, but it seems it's not possible.
I want to do it to load SD or HD sprites depending on device resolution. But it seems that it's only possible using bundle asset variants, but I feel it's "overkill".