To enable mipmap streaming, follow these steps:
By default, this enables mipmap streaming for all the camerasA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
See in Glossary in your project.
In the Editor, mipmap streaming is active in both Edit mode and Play mode by default. For more information about configuring mipmap streaming in the Editor, refer to Editor settings
Follow these steps:
If you build your project for Android, you must also follow these steps:
To enable mipmap streaming for lightmapsA pre-rendered texture that contains the effects of light sources on static objects in the scene. Lightmaps are overlaid on top of scene geometry to create the effect of lighting. More info
See in Glossary, follow these steps:
You can edit the mipmap streaming settings of the lightmap assets in the same way that you can edit settings of any other texture, but they reset to their default values when Unity regenerates the lightmaps. To solve this, you can tell Unity to apply these values when it generates the lightmaps. Use the Lightmap Streaming Enabled and Streaming Priority in the Player settings window.
If you create a custom meshThe main graphics primitive of Unity. Meshes make up a large part of your 3D worlds. Unity supports triangulated or Quadrangulated polygon meshes. Nurbs, Nurms, Subdiv surfaces must be converted to polygons. More info
See in Glossary in a Unity script, Unity doesn’t automatically calculate the UV density of the mesh. This means Unity loads the wrong mipmap levels.
To prevent this, do either of the following:
Unity can’t calculate the correct mipmap level for the following objects, because they don’t use a standard Renderer component:
For these objects, use the Texture2D.requestedMipmapLevel API to override mipmap streaming and set mipmap levels manually. If you don’t do this, Unity uses low-resolution mipmap levels, which might display as blurry depending on the distance from the camera.