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Fixed in 2021.1



Found in



Issue ID




[Editor][Android] Dynamic Textures made at runtime that use DXT5 compression are forced to use Point filtering

Mobile Rendering


How to reproduce:
1. Open the attached "" project
2. Make sure Android Target is selected in Build Settings
3. Make sure to make Texture2D property public in CreateTexture.cs line 8
4. Enter Play Mode
5. Select Cube GameObject in the Scene Hierarchy
6. Double click the Created Texture2D in the Inspector
7. Try to change "FIlter Mode" on the Texture

Expected Behavior: "Filter Mode" is changed
Actual Behavior: "Filter Mode" is always "Point"

Reproducible with: 2018.4.28f1
Not reproducible in: 2019.1.0a1, 2019.4, 2020.1, 2020.2, 2021.1

Note: Seems to only be reproducible in 2018.4 and only on Android Build target

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