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Texture Rules

Texture Rules govern TextureImporter settings. Each rule is opt-in — check it to enforce it, leave it unchecked to ignore that property entirely.

Rule Governs Notes
Max Texture Size maxTextureSize Applied per-platform on the default platform settings.
Compression textureCompression None, Low Quality, Normal Quality, or High Quality.
Generate Mip Maps mipmapEnabled Off is common for UI textures that are always shown at native resolution.
Wrap Mode wrapMode Repeat or Clamp.
Filter Mode filterMode Point, Bilinear, or Trilinear.
Is Readable isReadable Enabling this doubles the texture's memory footprint at runtime. Only enable where you actually call GetPixels or similar.
sRGB (Color Texture) sRGBTexture Off for normal maps, masks, and other non-color data.
Texture Type textureType Default, Normal Map, Sprite, and the other standard Unity texture types.
Alpha Is Transparency alphaIsTransparency Only meaningful when the texture actually has an alpha channel.

A typical setup

A UI folder commonly wants: Max Texture Size capped low, Generate Mip Maps off (UI doesn't get viewed at a distance), and Texture Type set to Sprite. A normal map folder commonly wants: sRGB off and Texture Type set to Normal Map, with everything else left to a project-wide default.

Per-platform overrides

Beyond the default settings above, a texture policy can hold a list of per-platform overrides (Max Texture Size, Compression, Format, and Allows Alpha Splitting, keyed by platform name — iPhone, Android, and so on, matching Unity's own platform tab names). These apply on top of the default settings for that one platform, the same way Unity's own per-platform tabs work. Platform overrides appear as a standard list in the policy inspector; there's no dedicated per-platform UI yet, so add entries by platform name exactly as Unity's Texture Importer names them.