# EnableMipPreloading(int, int)

> Enables mipmap level preloading used by Streaming Virtual Texturing.

## Definition

* **Type:** Method
* **Namespace:** [UnityEngine.Rendering.VirtualTexturing](/engine/6000.7/script-reference/unityengine/rendering/virtualtexturing.md)
* **Assembly:** UnityEngine.VirtualTexturingModule

```csharp
public static void EnableMipPreloading(int texturesPerFrame, int mipCount)
```

### Parameters

**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): Number of textures per frame to process. The range is `0` through `1024`. The default is `0`. A number of `0` disables preloading. The higher this number, the more CPU resource will be used on the render thread.**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): The number of mipmap levels to preload. The range is `1` through `9`. The default is `1`, which preloads only the highest mipmap level with the smallest size of 128 by 128 pixels. This is the size of the Streaming Virtual Texturing tile.

### Remarks

Use this method to avoid texture pop-in by preloading the smallest-sized mipmap levels into GPU memory. If there are many more virtual textures in materials and `texturesPerFrame` is too low, you might still see black textures pop in. For more targeted texture preload requests, refer to [Streaming.RequestRegion](/engine/6000.7/script-reference/unityengine/rendering/virtualtexturing/streaming/requestregion.md).
