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Sprite packer and mip maps?

Discussion in 'UGUI & TextMesh Pro' started by bluescrn, Sep 17, 2014.

  1. bluescrn

    bluescrn

    Joined:
    Feb 25, 2013
    Posts:
    628
    As somebody who's not used the 2D functionality until now... does the sprite packer discard mip maps, or am I just doing something wrong?

    I've specifically enabled mip maps on in the texture import settings (Texture type: Advanced, Generate Mip Maps on, Filter mode: Trilinear), my test sprites (on a UI image) are definitely mipmapped and clean-looking in edit mode, but when I press play, the mip maps seem to disappear, and my downscaled sprite looks very rough?
     
  2. mh114

    mh114

    Joined:
    Nov 17, 2013
    Posts:
    294
    I haven't personally tried this yet, but I seem to recall that you could write a custom SpritePackerPolicy that enables mipmaps. Let me know if it works. :)
     
  3. runevision

    runevision

    Joined:
    Nov 28, 2007
    Posts:
    1,870
    Beta 20 will have some improvements for handling of mip maps for sprites. Untill then, a custom packer policy could do the job, as mh114 mentions.
     
    mh114 and bluescrn like this.
  4. Xtro

    Xtro

    Joined:
    Apr 17, 2013
    Posts:
    544
    Beta 20???? OMG 4.6 isn't coming anytime soon :( :( :(
     
  5. Tim-C

    Tim-C

    Unity Technologies

    Joined:
    Feb 6, 2010
    Posts:
    2,181
    Gotta fix them bugs.
     
  6. orb

    orb

    Joined:
    Nov 24, 2010
    Posts:
    3,033
    To quote you guys:
    It's the only way to get a "stable" version quicker :)