Turn mip mapping of depending on device

Hi,

I have a game that looks really good with mip mapping off on retina devices but is borderline unplayable on non retina devices.

Is there a way to turn mip mapping off depending on the device/resolution?

Thanks!

Just use Resources and depending on device load imageWithMiMapping or imageWithOutMipmapping. I am building levels for iPad and for iPhone. You could build ones for devices that need mipmap ping and those that don’t. Just ask on scene 0 what device your user is using.

Unfortunately that would take me way over 50mb :frowning:

Anyone?

Are you sure? do you know if a separate scene actually stores the textures and so on that it uses in duplicate ? did you test it ?

in any case mipmapbias might help: mipmapBias in the Texture Importer - Questions & Answers - Unity Discussions

Another approach is to just use quality settings, by setting this in a loader scene you can ensure lower resolution devices use the lower mip maps as smaller textures, and the higher res devices can use anisotropy for sharper textures. This is how shadowgun approaches device differences.

Mipmap bias doesn’t work on IOS i hear, but i will give the anisotropy settings a try
Thanks for the info.