Analyze mipmap streaming
Understand and debug mipmap streaming in your scene.
Read time 1 minuteLast updated 4 days ago
The view has a Debug Draw Mode that helps you visualize and debug mipmap streaming in your scene. To enable it, follow these steps:
Scene
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- Select Debug Draw Mode in the Scene view Draw Modes and View Options overlays.
- Select Texture Mipmap Streaming.
The Debug Draw Mode tints GameObjects the following colours:
- Green if a texture uses fewer mipmap levels.
- Red if a texture uses fewer mipmap levels because mipmap streaming doesn't have enough resources to load them all.
- Blue if a texture that doesn't use mipmap streaming, or there's no renderer calculating the mipmap levels.
If your project uses a scriptable render pipeline, use the following to analyze mipmap streaming instead:
Get mipmap streaming information in a script
To get information about texture memory, use the following properties:
- Texture.currentTextureMemory
- Texture.desiredTextureMemory
- Texture.totalTextureMemory
- Texture.targetTextureMemory
- Texture.nonStreamingTextureMemory
To get information about the number of textures or renderers that mipmap streaming affects, use the following properties:
- Texture.streamingMipmapUploadCount
- Texture.nonStreamingTextureCount
- Texture.streamingTextureCount
- Texture.streamingRendererCount
To get information about the mipmap levels for a texture, use the following properties: