I bumped into the following undesired behavior.
Everything I have on the screen can be noticeable blurry depending on objects scale. It’s about either GUI and Game Objects. E.g. I have a GUI element:
as you can see the quality is quite good and that’s my target quality. But if I change window size just a little bit (no matter make it bigger or smaller) then the element gets quality like this:
If I go on changing window size then sometimes I get perfect quality and sometimes unacceptably bad, and all this happens as I said not depending on scale up or scale down, any direction.
In the editor the quality is always good no matter which scale, but in Windows build and HTML5 build that thing above happens.
What can be a reason and how to solve the problem?
Noticed that it gets blurry after ~2x scale down. Seems like I cannot put 100x100 png into an atlas and then when using scale it down to 50x50. Is this the case?
Oh that’s exactly what I was looking for. I turned off mipmap and now everything is great.
I already found similar posts about mipmaps before but there it looked like not something I was looking for, but in your thread Pkeod explained it much better.
if you do that you’ll want to disable mipmap generation potentially
What does that mean? I turned off mipmap for some of my sprites and for GUI through their material, but how to “disable mipmap generation” and whether it gives some performance profit or something?
Disabling mipmap generation is done in your texture profiles. Texture profile asset selection is done in the list by more specific to more general. The reason to do it is if you’re not using them you may as well not generate them.