Time for action – nix the mip-mapping

There's an unwanted sparkly effect that can occur when a 3D camera gets closer and farther away from a 2D image. A technique called mip-mapping reduces this effect. Unity creates a series of images from your texture that are each half the size of the previous image, which allows the computer to figure out the best pixel colors to show to the player, reducing the sparkle effect.

Because our title screen is presented as-is with no 3D camera movement, we're not really concerned about sparkle. And, as you can imagine, with all those extra images, mip-mapping requires a decent amount of extra memory for storage. As we don't need mip-mapping—adding that extra bulk—let's disable it:

  1. With the "title" texture image selected, ...

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