Texture Quality

Hello everyone,

I’m tryng to adjust the render quality in my game, i’m talking specifically about the texture quality.
The thing is, Unity in the quality settings allows you to choose “Full Res”, “Half Res”, etc,etc, but I want to be able to do this myself per texture. The reason to do this is that I have textures that go from 2048x2048 to 32x32, and while doing a Half Res on a 2048x2048 works, on a 32x32 doens’t.
So, any clues on how to do this per texture ?
Is there a way to cycle trough all the textures in the game, and do this myself ?

thanks,
Bruno

if you want to do it per texture you must do so at runtime or in the build step.

for the build part you can use editor scripting.

if you do it at runtime … well in that case I wouldn’t do it at all as the load time will expload if you load all textures to revert them right after load

Thanks dreamora.
But, how do I do this even at level loading time ?
How can I cycle trough all the textures that are about to be loaded ?

thanks,
Bruno

you can’t

you must wait till they are loaded and then replace them which you do through a script on every go with textures basically

you have no access to modify stuff that is “about to be loaded”

I don’t think this is a solution. The lower resolutions just use a subset of mipmaps. I don’t think there’s any way to access that kid of data manually. I really want what the OP is talking about, but I don’t think it’s possible (which seems pretty strange to me).

I think you could enforce lower mipmap levels to be used, but it won’t help on the VRAM usage.

the only way to tackle that is really a build script

It seems a bit ackward that this is not possible to do., One way of doing this, i assume is to get all the textures I want to rescale into a script, and rescale them manually one by one inside that script, but as you said doing this at runtime would be extremely annoying.
What do you mean by a build script ? Is it what I talk above ?

thanks,
Bruno

build script means that you modify the texture thats going into the player before it goes there