From 6c40624d5e99d8b147d00bb23c6192ebf1c18c83 Mon Sep 17 00:00:00 2001 From: Harald Csaszar Date: Thu, 8 Apr 2021 19:17:46 +0200 Subject: [PATCH] [unity] Set Mipmap Bias was not persisted on recent Unity versions. Closes #1877. --- .../Editor/Asset Types/SpineAtlasAssetInspector.cs | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) diff --git a/spine-unity/Assets/Spine/Editor/spine-unity/Editor/Asset Types/SpineAtlasAssetInspector.cs b/spine-unity/Assets/Spine/Editor/spine-unity/Editor/Asset Types/SpineAtlasAssetInspector.cs index 6614da270..ef9b437e4 100644 --- a/spine-unity/Assets/Spine/Editor/spine-unity/Editor/Asset Types/SpineAtlasAssetInspector.cs +++ b/spine-unity/Assets/Spine/Editor/spine-unity/Editor/Asset Types/SpineAtlasAssetInspector.cs @@ -136,7 +136,10 @@ namespace Spine.Unity.Editor { if (SpineInspectorUtility.LargeCenteredButton(SpineInspectorUtility.TempContent("Set Mipmap Bias to " + SpinePreferences.DEFAULT_MIPMAPBIAS, tooltip: "This may help textures with mipmaps be less blurry when used for 2D sprites."))) { foreach (var m in atlasAsset.materials) { var texture = m.mainTexture; - texture.mipMapBias = SpinePreferences.DEFAULT_MIPMAPBIAS; + string texturePath = AssetDatabase.GetAssetPath(texture.GetInstanceID()); + var importer = (TextureImporter)TextureImporter.GetAtPath(texturePath); + importer.mipMapBias = SpinePreferences.DEFAULT_MIPMAPBIAS; + EditorUtility.SetDirty(texture); } Debug.Log("Texture mipmap bias set to " + SpinePreferences.DEFAULT_MIPMAPBIAS); }