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Question by Atliinux · Jan 22, 2019 at 01:42 AM · androidspritetexture2druntimecompression

Using Texture2D created at runtime to create a Sprite decreases Sprite quality. (Android)

When I create a Texture2D at runtime and convert it to a Sprite via Sprite.Create() in an android build, the quality of the sprite decreases. I've noticed that this only happens if the Texture2D a width/height of 16 pixels or greater. How can I create a Sprite at runtime without reducing the quality of the sprite?

Texture2D with dimensions greater than or equal to 16 blurring black and white bars alt text

15x15 Texture2D displaying black and white bars correctly alt text

screenshot-20190121-202939.jpg (37.2 kB)
screenshot-20190121-202932.jpg (46.2 kB)
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Answer by Atliinux · Jan 22, 2019 at 02:01 AM

Edit -> Project Settings -> Quality Set Texture Quality to Full Res.

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