Aniso Level <-> Generate Mip Maps for Sprites

Hello Unity Community,

really confused right now - I am making a 2D mobile game and imported a spritesheet in unity (Unity 5.5, Win10 x64). When I unset the tick for “Generate Mip Maps” for the sprite and start the game, the object that use sprites from that spritesheet look “choppy”/ pixelated - i think the term for that is aliased. Looks really ugly!

But when I check “Generate Mip Maps” for the spritesheet, I see the Aniso Level appearing in the Import Settings window and is preset to 16. When I apply the settings, the sprites look really awesome, as they should! (anti-aliased, seems like color interpolation for each pixel is “turned on”)

As far as I know, Mip Maps are used for 3D textures - to make additional sprites/textures of the original one, which add 30% more memory used.

As I am not good in graphics and don’t have the deep knowledge behind all the settings, I will put my question as simply as it’s possible - how can I let my sprites look anti-aliased, without generating Mip Maps or at least to reduce the Aniso Level for the sprites in the Import Settings?

Thanks for any response!

P.S. When I try to lower the Aniso Level manually and apply the settings - it is reset to 16 again.

Mip maps are for displaying textures at a scale smaller than the screen resolution allows. ie: If your sprite is 100 pixels wide, but it’s being displayed on screen using only 50 pixels, this will look aliased with out mip maps. This is referred to as minification.

Thanks for explaination @bgolus ! Do you know can I set the Aniso Level to a custom value, not 16?

No, I don’t know why it would be getting stuck at 16. It’s possible it’s forced on in the project’s quality settings? I don’t do much with sprites ever so there might be something specific there, but I couldn’t tell you, sorry.