Office Hours Question - Global Texture Mipmap Limit (globalTextureMipmapLimit)

I am impacted by the bug described here:

This bug occurs in the LTS version of Unity. I set the global mipmap texture limit to values other than zero at runtime for low spec machines to improve framerate. However, this causes black terrain textures for users at runtime. It does not appear to be related to a RenderTexture that I am creating.

End users’ log files are filled with spammy warnings and their terrain is black (Graphics.CopyTexture source and destination have different mipmap limits. Source 0, Destination 1).

Given that this happens in an LTS release, can you explain why providing a fix is not a high priority? Since this breaks the use of the globalTextureMipmapLimit quality setting, I would think it is ‘high priority’.

Unity: “Thank you for bringing this issue to our attention. Unfortunately, after careful consideration, we will not be addressing your issue at this time, as we are currently committed to resolving other higher-priority issues.”

Maybe there is a work-around that makes this a non-issue Thank you.

Thanks,
Shaun