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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.
I havent tried it with 3.3, but now I have the same problem with Unity 3.4. Any progress / ideas?
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.
Do you mean using the material.SetTexture() method? I think it works fine, but I will check that on the device again tomorrow.
$$anonymous$$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?
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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