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Originally Posted by dengue View Post
You should format your files to serialize, beyond you dont need to pass bytes, just load the image.

 private Texture2D myGUITexture;
 void Start()
 {
     myGUITexture = (Texture2D)Resources.Load("Texturename.png");
 }
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour {
    void Start() {
        GameObject go = GameObject.CreatePrimitive(PrimitiveType.Plane);
        Renderer rend = go.GetComponent<Renderer>();
        rend.material.mainTexture = Resources.Load("glass") as Texture;
    }
}
a bit sorry for this lazy post,
but read the documentation.

then assign to object.
I guess they transfer to bytes because of the resizing.

There was some kind of reason why I couldn't directly load the image because .tga isn't a supported file format and you need a tga wrapper first
Theoretically I could take the easy way and manually import all item textures, then assign them to objects when they're beeing loaded. That would increase the download size though

EDIT: I looked into it and the reason why I thought I couldn't do it is because the WWW class only supported png and jpg. But I've moved on to simply using System.IO So I think I could just load the tga without a problem...
Last edited by Fluxorious; Mar 12, 2018 at 06:23 AM.