Handling texture quality for different resolutions in a 3d scene

Hi,

I wonder what the preferred approach would be for providing suitable textures for a 3d scene to support the different iDevice resolutions:

  • should every object just have textures that look good in hi-res (retina) and let mipmapping handle low resolution?
    obvious drawback here would be that low-res devices have to load hi-res textures…
  • should every object have a hi-res and a low-res material, and a script should decide at runtime which material is appropriate and assign it accordingly? Or would this approach just lead to low-res AND hi-res textures being loaded by unity?
  • should the textures to load not be referenced at all by the object within unity and instead be loaded by a script from disk, just to ensure that only the currently needed texture is being loaded?
  • any other approach maybe?

The 3rd is the optimal path to follow.
Someone posted a script that helps you doing this rather easily and without a lot of overly complex extra work

ok, thanks dreamora (once again ;D) for the advice!