Hello,
We’re using Texture streaming for mipmaps, and I am attempting to disable it in one of our scenes (“Scene A”), where we only display a small set of models, and in which we have noticed that a higher mip than desired is displaying, resulting in pixelated appearance to the model. So far I haven’t had any luck with “disabling mipmap streaming” for the camera in this exception scene, and the wrong mip always displays, unless I completely disable Mipmap streaming in the quality settings, or disable it on the texture importer for the the texture that displays the pixelated appearance (neither of these workarounds is acceptable).
Here are the approaches I have attempted, following my understanding of Unity - Manual: The Mipmap Streaming system
(We are testing on a Samsung Galaxy S8, with our player built from Unity 2020.3.36f1 and URP 10.9.0).
None of these work, what am I doing wrong?
- Disable “Add All Cameras” for Texture Streaming in all Quality levels in Quality Settings, and then add a Streaming Controller (to the GameObject of the 3D rendering Camera) in the other scene (“Scene B”), where we do not have this bug, and we want mipmap (and lightmap) streaming active
- Enable “Add All Cameras” for Texture Streaming in all Quality levels in Quality Settings, and then add a disabled Streaming Controller to “Scene A” (where we have the bug)
- Enable “Add All Cameras” for Texture Streaming in all Quality levels in Quality Settings, and then add an enabled Streaming Controller to “Scene A” (where we have the bug), with mipmap bias set to -100