Colors Bleeding?

I’m using Texture2D to read the pixel color at various parts of a texture. The texture only has a few colors, so I can have different behavior depending on which color is returned. However, somewhere between adding my texture asset (which is a png with only 3 colors) and running the game, my pixel color script is reading “bleeding” colors. What should be RGB 0,1,0 becomes .7,1,.7 on the border of RGB 1,1,1.

I have compress textures on, but my color texture is set to RGB24 in the import settings. Could compression still be the problem?

No, if it’s a RGB24 then it won’t be compressed. Can you send in the texture and the script that reads it (or just the whole project folder) via Report Bug.app for us to look at?