Quick answer: Setting QualitySettings.streamingMipmapsAddAllCameras doesn’t reduce visible texture resolution? Streaming honors the global memory budget; per-camera bias requires camera-component controls.
Adjusting texture streaming bias via code doesn’t change visible mip levels in the game view. The budget hasn’t actually fallen under pressure.
Budget Drives Streaming
Streaming reduces mips when memory budget is exceeded. Adjusting bias only helps if the system has pressure to relieve. With ample memory, all textures load at full mip.
Per-Camera Streaming Controller
Add StreamingController to a camera and set its distanceMultiplier. Camera-local bias affects which mips load for textures visible to that camera.
Manual Mip Cap
Texture2D.streamingMipmapsPriority = -1;
Texture2D.ClearRequestedMipmapLevel();Force-cap a texture at a specific mip level. Useful for debug visualization or for fixed quality on hero assets.
Memory Pressure Test
To verify streaming engages, lower Texture.streamingMipmapsRenderersPerFrame or cap the streaming budget in Quality Settings to a small number. Mip drops become visible.
Verifying
Under simulated pressure, distant textures visibly reduce mips. Camera-bound bias shifts the level where streaming kicks in.
“Streaming is budget-driven. Bias matters only when memory is constrained.”
On consoles, test with the actual memory budget — streaming behavior on a 32GB dev PC is very different from a 12GB console.