If you make your own, with six textures, Unity doesn’t keep links to the textures. That’s terrible; is it a bug? While it’s annoying that you have to drag a texture into a cubemap again, to refresh that side, the worst part is that you can’t get back to a higher resolution, from a lower one. Because of this, I’m thinking maybe it’s best to let Unity generate the cubemap, based on a giant texture with six squares in it, but the documentation doesn’t tell me if that’s something Unity can work with; I don’t think so.
I made a plugin called cubeGen that can generate cubemaps based on points you lay around your scene (Unity Free also). You can find it on the asset store. PM me though.
Thanks; I may take you up on that eventually. However, I’ve already got the textures from which I want to assemble a cubemap. I just need a workflow. That works. And also flows.
I am guessing that unity is “converting” the images to something else when you put them in a cubemap and then they are a completely separate asset. I also had the same problem and I haven’t really found a proper workflow yet.
I’m guessing a script could be made, that made the “link” for you. You would input the six maps you want, and the cubemap, store the association of the images to that cubemap (in a txt file or something) and then you could use that to regenerate the cubemap from the original images as many times as you want.
I also agree that being unable to revert to a higher resolution after you’ve lowered it is very annoying. It’s also very inconsistent with the way the rest of unity works.
So, appart from the script I proposed, the only other thing that can be done is a nice and explanatory bug report/feature request to unity. You can also make a request in the feedback page, I would gladly spend some votes on that.