We are using spine objects with meshes on Unity. The problem is that we are noticing some areas that display incorrectly, usually blurry.
You can see an example in the following image, along with the proper display on Spine:
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After a lot of trials, investigation and head bashing, we think we found the problem.
This is the Unity scene displaying on mipmap mode:
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The intensity of the red tone shows the mipmap level being used. As you can see, that section of the mesh is using a mip level way higher than the surrounding areas. Our deduction is that the blurriness of that area is caused by the use of the lower resolution texture that corresponds with that mip level. It's worth noting that we are using custom mipmaps to obtain a sharper effect than the automatic mipmaps of Unity provide (this problem seems to happen also with the mipmaps Unity automatically generates, though).
Is there anyway to solve this? The most straight forward solution we can think of is forcing Unity to use the same mipmap for the whole spine object instead of applying different levels to different areas, but how to do that or if that's even possibly escapes us. Does the Spine runtime even have any control over this?
Any information would be appreciated.