Some players may like the stripy, non-mipmapped graphics, and some may hate it, so you could simply have an option to turn mipmapping on.
That's a good idea. Is there a way to enable that in the editor?
If that is going to be the resolution of the final textures then I'd say without. But if you're gonna have higher res textures then definitely mipmap the hell out of it.
Those are final resolution textures. It does look better on some textures compared to others. Would it be a good idea to only have mipmapping on certain textures?
What level of anisotropic filtering are you using ( "Aniso Level" in Unity )?
I'm not sure, but anisotropic textures were forced on and AA was disabled in the quality settings in unity.
So far I think I'll leave them on and fool around with the settings. Thanks for the input folks!