I am very new to Unity, and I’ve already seen a thread about this
But I don’t understand what to do and I need someone to walk me through it…
I am working on a project/world in Unity 2019 4.30f1 for VRChat and am currently working on optimizing my map.
Currently I have a texture atlas with very generous amounts of bleed (20 pixels and higher) between textures but I still have annoying texture seams/bleeding at a distance because the resolution of the mipmaps are getting waaay to small.
I am not willing to disable mipmaps because it makes the textures look very bad and grainy…
Is there a way to limit the lowest resolution of the mipmaps at a distance so as to stop the bleeding/seams?

