Why isn't the TextureImporter mipmap bias exposed in the editor?

TextureImporter.mipMapBias was added in Unity 3.2. I’m using 4.1.5 and I’m surprised that it still isn’t available in the editor. For some reason, you still have to access it through code by writing an editor script like in this answer: http://answers.unity3d.com/questions/49826/mipmapbias-in-the-texture-importer.html

But… why? Why is literally every other property of TextureImporter exposed in the editor except this one?

I know this is a old topic, but I ran into same problem today, haven’t been able to find a solution, so I try wrote a editor script to do that, turns out it works. In case someone have same problem in future, I decided to post it here, this script can work for mutiple selections too, means you can select bunch of textures and click the button to change mipmap bias for them all. I also added settings for filter mode, in case someone need.

if (GUILayout.Button(“MipBias”))
float mipBias=-1F;
FilterMode filter= FilterMode.Trilinear;
int aniso=5;

        foreach (Object obj in Selection.objects) {
            string path = AssetDatabase.GetAssetPath(obj);
            TextureImporter texImporter = AssetImporter.GetAtPath(path) as TextureImporter;
            if (texImporter != null)
                texImporter.mipmapEnabled = true;
                texImporter.filterMode =filter;
                texImporter.anisoLevel = aniso;
                texImporter.mipMapBias = mipBias;

In this thread https://answers.unity.com/questions/49826/mipmapbias-in-the-texture-importer.html somebody made a nice script to set the MipMap Bias. When you set it, it is saved in the texture-asset, so available after restart. You can set of any selection of textures the setting by right-clicking.

I derived the following script for my own needs:

Note that I could go all the way to bias -4 to get the sharpest images.

I don’t think it’s the place to expose this missing property.
Post that in Unity Support forum or in others related sub-forums. Thanks.