Version: Unity 6 Preview (6000.0)
Language : English
Preload mipmap levels
Render Texture

Analyze mipmap streaming

The SceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
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view has a Debug Draw Mode that helps you visualize and debug mipmap streaming in your scene. To enable it, follow these steps:

  1. Select Debug Draw Mode in the Scene view View Options overlay.
  2. Select Texture Mipmap Streaming.

The Debug Draw Mode tints GameObjectsThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
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the following colours:

  • Green if a texture uses fewer mipmap levels.
  • Red if a texture uses fewer mipmap levels because mipmap streaming doesn’t have enough resources to load them all.
  • Blue if a texture that doesn’t use mipmap streaming, or there’s no renderer calculating the mipmap levels.

Note: If you use the MainTexture API to set a main texture, the texture won’t display in the Debug Draw Mode.

If your project uses a scriptable render pipelineA series of operations that take the contents of a Scene, and displays them on a screen. Unity lets you choose from pre-built render pipelines, or write your own. More info
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, use the following to analyze mipmap streaming instead:

Get mipmap streaming information in a script

To get information about texture memory, use the following properties:

To get information about the number of textures or renderers that mipmap streaming affects, use the following properties:

To get information about the mipmap levels for a texture, use the following properties:

Preload mipmap levels
Render Texture