![]() ![]() I’ve tried just putting in the texture itself, but it doesn’t work. ![]() ![]() The problem is when i try and load that png into a sprite going into a scriptableobject, it just doesn’t return anything. tga image file Texture2D texture new Texture2D (1, 1) texture. Following code: byte bytes File.ReadAllBytes (filepath) // 256x256. Where it’s getting a pokemon sprite from pokeapi and saving it, which is working. I try to generate sprites from StreamingAsets folder but Im stuck when it comes to create texture from formats other than PNG and JPG. Right now, Im loading a 40x30 graphic as a resource, and the image looks OK in the UI only because Im setting it as a background on a VisualElement that has the same aspect. NewPokemon.backShinySprite = (Sprite)Resources.Load(backShinyPath, typeof(Sprite)) I had to load them as a bytearray and then make a texture based on a bytearray to get a runtime size like the original. ontShinySprite = (Sprite)Resources.Load(frontShinyPath, typeof(Sprite)) įile.WriteAllBytes(backShinyPath, pngData) NewPokemon.backSprite = (Sprite)Resources.Load(backPath, typeof(Sprite)) įile.WriteAllBytes(frontShinyPath, pngData) ontSprite = (Sprite)Resources.Load(frontPath, typeof(Sprite)) Texture2D texture = ((DownloadHandlerTexture)texture.filterMode = FilterMode.Point Retrieve the image from the response and set it as the sprite image's texture This is is the appropriate way to display Texture2D. While this will solve your issue, if all you need to do is display the loaded Texture, use the RawImage component. Drag and drop the Jump.ogg sound and the Dust. Ask Question Asked 5 years, 3 months ago. If (request.result = || request.result = ) Unity can load assets from the Resources folder in runtime, without the need to reference them as prefabs. Send the request and wait for it to complete String backPath = "Assets/Resources/Art/Pokemons/Back/" + ConversionStuff.CapFirstLetter(pokemonData.name) + ".png" String frontPath = "Assets/Resources/Art/Pokemons/Front/" + ConversionStuff.CapFirstLetter(pokemonData.name) + ".png" Someone suggested this on the Unity Answers page: Code (CSharp): tex new Texture2D (128, 128, TextureFormat. This is why I love Unit圓D so much: check out how easy it is to do this: - Make the canvas UI item with a RawImage (not an Image) - Make a RenderTexture that films your 3D object/scene 'stage'. String backShinyPath = "Assets/Resources/Art/Pokemons/BackShiny/" + ConversionStuff.CapFirstLetter(pokemonData.name) + ".png" String frontShinyPath = "Assets/Resources/Art/Pokemons/FrontShiny/" + ConversionStuff.CapFirstLetter(pokemonData.name) + ".png" UnityWebRequest www = UnityWebRequestTexture.GetTexture(spriteUrl) String backShiny = "" + pokemonId.ToString() + ".png" String regularShiny = "" + pokemonId.ToString() + ".png" String back = "" + pokemonId.ToString() + ".png" String regular = "" + pokemonId.ToString() + ".png" In my current project I have over 300 images which I am trying to load into an array, I then want to change the texture each time round the update so it appears like a video.I have a editor script triggering this part of code for (int i = 0 i < 4 i++) ![]() I’ve been attempting to use PNG images as textures in Unity, when I use only one or two its easy to drag and drop them in the inspector. ![]()
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