We need to change our texture quality setting for low-spec devices but we also have a number of large textures that aren’t meant to be downsampled because they’re full-screen textures that represent a map of our world. Is there a setting on the Texture Importer that we can specify to tell Unity to not downsample on a per-texture basis?
In Unity 5.1.0f3, find the texture that you don’t want to be down-sampled, and change:
Texture Type → Sprite (2D and UI)
Generate Mip Maps → Disabled
I had the same problem, but on a texture downloaded via WWW, so I couldn’t turn off mipmaps. My solution was to use WWW.LoadImageIntoTexture:
public Image img;
...
WWW www = new WWW(url);
yield return www;
www.LoadImageIntoTexture(img.mainTexture as Texture2D);