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In Progress
Under Consideration for 6000.0.X, 6000.1.X, 6000.2.X
Fix In Review for 6000.3.X
Votes
2
Found in
6000.0.49f1
6000.1.4f1
6000.2.0b3
6000.3.0a1
Issue ID
UUM-107360
Regression
Yes
Texture looks point-sampled when Mipmap Streaming is enabled
Reproduction steps:
1. Open the attached “IOSTextureSamplingIssue-6000.1” project
2. Open the “Assets/Test” Scene
3. Observe the texture in the Game View
4. In the Quality Settings (Edit > Project Settings… > Quality), make sure that Mipmap Streaming is enabled
5. Build the project for the iOS or macOS platform
6. Run the built app on a iOS device or a Mac
7. Observe the texture on the device
Expected result: The textures in step 3 and 7 look the same
Actual result: The texture in step 3 is smooth, while the texture in step 7 is blocky
Reproducible with: 6000.0.49f1, 6000.1.4f1
Not reproducible with: 6000.0.48f1
Couldn't test with: 2022.3.62f1, 6000.2.0b2 (Shader error)
Reproducible on: macOS 15.4.1 (M1 Max)
Not reproducible on: Windows 11
Reproducible with these devices:
VLNQA00624, iPhone 16 Pro, iOS: 18.3.1, CPU: Apple A18 Pro
VLNQA00394, iPhone 13 mini, iOS: 18.1, CPU: Apple A15 Bionic
VLNQA00359, iPhone 12 Pro, iOS: 17.6.1, CPU: Apple A14 Bionic
Not reproducible with these devices:
VLNQA00363, Samsung Galaxy Z Fold 2, OS: 12, CPU: Snapdragon 865 SM8250, GPU: Adreno 650
VLNQA00526, Samsung Galaxy A12, OS: 12, CPU: Mediatek MT6765 Helio P35 (12nm), GPU: PowerVR Rouge GE8320
Comments (1)
-
mgeorgedeveloper
May 29, 2025 12:03
The random switching to Point filtering IS reproducible on Windows 11. It happens in my DX11 builds. I hope somebody from Unity will read this and update this bug to include cases beyond iPhone.
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Resolution Note (fix version 6000.3):
A performance improvement in threaded texture async uploads caused an issue where texture settings such as the FilterMode would not be set, causing it to default to Point mode, but that has been fixed.