Edit: this works on iPhone5s perfectly but not at all on iPad2 !?
So to test this because it wasn’t working i’ve just reduced it to a very simple totally fresh project.
The project has one 4096x4096 truecolour texture - which has mipmaps turned on.
The texture is being used in a single SpriteRenderer object.
The default Quality Settings for the project have “Texture Quality” set at HalfRes.
When the project starts up i print out the QualitySettings.masterTextureLimit and it is 1 … which should be the first level of mipmap… which is correct.
BUT - the memory profiler reports that the texture is sitting in memory at 85 megs… which is its full res size… -
I’ve tried fiddling with the texture settings… nothing seems to make any difference…
Any Clues greatly appreciated!