Which of the following texture settings would logically perform the best? These appear to be the only choices for a decent quality. It is a 2.5D game so there are no distant objects.
Context: iOS devices ES1 & ES2
No mip maps
Wrap Mode: Clamp
Ansio Level: 2
Max Size: 512
Format: RGB 16 bit
Max Size: 1024
Format: RGB 24 bit
Answer by Piflik
May 05, 2012 at 05:20 PM
If you don't have distant objects, mipmapping won't do much, so use the first option.
Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.
The best place to ask and answer questions about development with Unity.
To help users navigate the site we have posted a user guide.
If you are a new user, check out our FAQ for more information.
If you are a moderator, see our Moderator Guidelines page.
We are making improvements to UA, see the list of changes.
For troubleshooting common problems with Unity 5.x Editor (including Win 10).
Answers and Comments
5 People are following this question.
How can I load pre-compressed textures at run-time (without using assetBundles)
Disable Texture Compression in Unity 3
Apk size does not change significantly even if texture sizes are reduced
Compress all textures on build
Does Unity take GIF?