Articulation of Texture2D.LoadImage

I use load a png file from the disk as a byte array, and use Texture2D.LoadImage() to pass the image data to a texture. At last I use GUI.Label() to draw it on the screen.

When I run the code in the editor, the image is well displayed. But building the game to a device (like iPad4) the image looks very blurred. Could anybody tell me why is that, please?

Thanks.

(wrap mode: clamp, filter mode: bilinear)

what resolution the image is and what size your label is?

The size doesn’t matter. The thing is that when you new a Texture2D, it by defaults creates mipmaps on real mobile devices unless you explicitly turn it off. And we scale the image also, which makes the problem worse. :slight_smile: