Straight to the bat: Our method of adjusting the mipmapBias properties procedurally for textures at the start of our game doesn't seem to work anymore like it used to in 3.1.
Any ideas on why this could be happening? Our code is pretty straight forward as is described in the following pseudocode:
1) Call to Start()
2) Find objects of type Texture and cache in an array t2d[]
3) foreach Texture in t2d set mipmapBias to some value
Before updating to 3.2, this worked perfectly fine. We would see our textures getting displayed really sharp.
Update (posting the code below):
void updateBias()
{
Texture[] t2d = Resources.FindObjectsOfTypeAll(typeof(Texture)) as Texture[];
foreach(Texture t in t2d)
{
t.mipMapBias = -1.68f;
}
}
However, it doesn't sound like that should break your code, if you're using Texture.mipMapBias at runtime, which should override the Importer settings. Maybe posting actual code that we can look at would be best, if this is not helping you.