Configuring landscape mip maps to behave the same in android build vs play in editor

Hi, I am trying to configure landscape mip maps to behave the same in android build vs play in editor. I made a debug texture with color coded mip maps. Color code key from high to low quality: red green blue orange yellow purple brown cyan white.

Left image is play in editor, right is quest 2 android build. Both are using android vulkan renderer.

The debug texture group is set to world, LOD Bias 0.

Device profiles for windows editor, android preview, oculus quest 2 for world texture lod settings are all the same.

improving android