Hi again,
does mipmap streaming work with LWRP and if does, are the mipmaps unloaded when not needed? (I assume it does, but I am double checking)
Hi again,
does mipmap streaming work with LWRP and if does, are the mipmaps unloaded when not needed? (I assume it does, but I am double checking)
[u]( mipmap streaming and LWRP report)sing the profiler I don’t see the texture memory changing with this on ![]()
I suspect that this is due to the fact that I am not using gameobjects (ECS), moving the question to another forum.
I might be wrong, but the streaming needs to have the first texture with the name “_MainTex” to be correctly calculated.
If you’re using shader graph, this might not apply, but would hurt to test it!
(Be careful to rename the display name of the variable, but also it’s real name )
There is a full doc here:
https://docs.google.com/document/u/0/d/1P3OUoQ_y6Iu9vKcI5B3Vs2kWhQYSXe02h6YrkDcEpGM/mobilebasic
in a gameobject less scenario I don’t think it works out of the box. It would be nice to have some implementation of different strategies.
Does anyone know if the Texture Streaming feature does, or does not, work with Unity 2019.4.1f1 and URP 7.31 (or similar) on iOS and Android, when using GameObjects, and not Unity’s ECS? The textures I’d want to stream would be associated with assets that are loaded with the Addressables system package.
It’s does
Follow the instructions in the doc