Building for Android on a Quest 2 in 4.26.
I’m having an issue where any map I build within a specific project will drop its textures down to what appears to be the lowest possible mipmap quality. Since it’s affecting unrelated maps, it’s clearly something to do with our configs, yet I’ve not changed anything regarding quality levels or forced effects as far as I can tell.
Importantly, my team is many builds into the project so this is something that’s just now started affecting every project. Strangely, our config files aren’t on our repo, so if one of us accidentally flipped a setting, it should have been confined to their computer.
Affecting all maps in a project suggests something with the configs, while the lack of synchronized configs sort of prevents that? It’s not a per-texture problem because it’s crushing a lot of different textures. It’s not visible in editor with a preview renderer set up for Android.
Any idea where I can look to track this down, or simply a quick list of all the places where I can triple check the quality settings to ensure they’re not forcing it?