setting texture size just for the editor?

Is it possible to make the editor texture resolution lower, just for the editor and not the played game, We are using a very powerful computer to build and run large parts of the map, but the map is HUGE, its OK when playing as we have Occlusion Culling on, but in-editor is running slowly because of the sheer size of it, is there any way to fix the editor problem by lowering the in-editor resolution?

I would suggest writing switcher that takes all textures in scene and lowers their resolution temporally. Shouldn’t be that hard.

It’s unlikely that lowering the resolution will affect performance noticeably, since Unity already uses mipmaps.

–Eric

What Eric said, also when we were working on a game with a huge map in unity (im talkign 10*10 kilometers) we split up world into zones and loaded them separately


we had functionality to load/save and more, and it allowed to work asynchronously on it.

@pointcache This looks really interesting, how was this achieved?
This looks like a very good way to do what I need, would you be ok with sharing how it was done?

in that particular case every gameobejct had paired data storing RPS and prefab ID, each obj was bound to cells and subcells and the data serialized into xml with that cell name, then prefabs were instantiated by id on demand when you loaded initializing them to data. It’s pretty simple, since decorations used data base class, and functional were extensions.
There are a lot of things i could have done differently already but still, it worked well, the whole world was loaded/unloaded around you dynamically.