Unity create texture at runtime

Posted on 04.12.2020 Comments

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

For some reason your suggested change could not be submitted. And thank you for taking the time to help us improve the quality of Unity Documentation. Create creates a new Sprite which can be used in game applications.

A texture needs to be loaded and assigned to Create in order to control how the new Sprite will look. In the script example below a new Sprite is displayed when the button is pressed. The new sprite is created in Start. The second argument rect defines the sub-texture used. The rect argument is defined in pixels of the texture. A Rect The bottom to top range would be The third argument pivot determines what becomes the center of the Sprite.

This is a Vector2 relative to the rect where Vector2 0. The pixelsPerUnit value controls the size of the sprite. Reducing this below pixels per world increases the size of the sprite. The extrude value defines the number of pixels which surround the Sprite. This is useful if the Sprite is included in an atlas. Finally border determines the rectangle size of the Sprite. The Sprite can be provided spaces around it. See Also: SpriteRenderer class.

Is something described here not working as you expect it to? It might be a Known Issue. Please check with the Issue Tracker at issuetracker. Version: Language English. Scripting API. Suggest a change. Submission failed For some reason your suggested change could not be submitted. Parameters texture Texture from which to obtain the sprite graphic.

Create tex, new Rect 0. Publication Date: By using our site, you acknowledge that you have read and understand our Cookie PolicyPrivacy Policyand our Terms of Service. The dark mode beta is finally here. Change your preferences any time. Stack Overflow for Teams is a private, secure spot for you and your coworkers to find and share information. I'm using a series of PNG images as sprites to create animations on a plane for an augmented reality application in Unity.

The PNG images are loaded as textures, and the textures are applied to a plane to create an animation sequence that tracks with an augmented reality target. As my texture count increases, however, I'm getting out of memory errors on Android. I would like to load the PNG files as textures at run time to limit the number memory, but I'm having trouble getting the code working.

I've also tried loading the image directly as a texture since this seems to work with the editor. I was able to get this working thanks to the link provided by Xerosigma. I had an issue with paths and I suspect with the Texture requirement on load.

Outside of loading the PNG textures, I also discovered that Unity does not do memory management on textures. To recover memory, textures need to be manually unloaded after use.

unity create texture at runtime

Textures are all placed in a "Resources" folder. The resources folder can be placed anywhere in the Assets hierarchy - I created several individual folders for each of my PNG sequences to organize them, then added a Resources folder within each to hold the actual PNGs.

Textures are assigned through the editor by specifying a texture count ie. Hope it helps. You should be able to convert it into JS no problem. Just look at the Unity documentation. I achieved the same thing by placing any sequence of.

The output is a seamless movie playing with transparency exactly according to the alpha channels of the images. This shader supports PNG images with alpha as transparency.

You just have to give the name of the folder which contains the images to the variable framespath. Learn more. Asked 7 years ago. Active 3 years, 8 months ago.In this article, we will see how to change material and its properties at runtime in a unity application. I have just added a Sphere GameObject in the empty scene.

We can apply multiple materials on a GameObject in unity. You can see these materials in the Mesh Renderer component of the GameObject. We can also change the materials array from the MeshRenderer component.

unity create texture at runtime

Material properties is directly related to the shader attached to the material. You can see the shader attached to the material in the Inspector Window. If we create a new material then unity already attaches Standard shader to it. However, the shader attached to the material can be changed from the Inspector window and also at runtime. The properties of the material can be changed by editing shader properties. You can see the detailed list of Shader property in the Inspector.

After clicking on EditShader in Inpector window, You can see the shader property name and its type int, float, color etc.

Many shaders uses more than one texture. In that case, make sure to use right texture property name to change it at the runtime. Normal map can also be changed by SetTexture property of the material. While setting the material texture using the Standard Shader, sometime you may need to use EnableKeyword to enable features of the shader before calling SetTexture property.

The same can be also changed by SetColor property. As I mentioned earlier, some of the property should be enabled first; then only it can be changed. Many shader property can be changed using Material. SetFloat property. Use below code to change shader at the runtime.

Make sure the shader name is correct otherwise it will throw null reference exception. I hope you get an idea about how to change material and its properties at runtime in unity application.

Render Texture

Please post your comments for queries and feedback. Thanks for reading. Gyanendu Shekhar is a technology enthusiast.

unity create texture at runtime

He loves to learn new technologies. His area of interest includes Microsoft technologies, Augmented reality, Virtual reality, unity3d and android development. Your email address will not be published. Save my name, email, and website in this browser for the next time I comment. Skip to content Unity.

To change the material at runtime, add below script to the Sphere GameObject. Material SphereMaterial .I'm trying to dynamically apply a texture to a dynamically created mesh at runtime. In my script, which is a Billboarding script I use to have a simple quad always face the camera, the mesh is created and the texture applied in the Start method. I've then drag dropped this script onto a GameObject in the scene. Could someone please share some insight as to what is going on and what I have to get this to work on the devices.

Unity only pulls in things that you reference. If you don't reference a certain material or texture or script, Unity does not include it in the build. An attempt to dynamically load a shader using a string does not count as a reference.

So if something in your build pulls in this shader, then the Shader. Find will find it.

unity create texture at runtime

If you don't reference it anywhere, then it is not pulled in, and the Shader. Find will fail. You could create a material with this shader and assign it to the component through drag and drop in the editor My guess is that you could also dynamically load the material from Resources.

Yes, it seems that creating a material that uses the. From there, I had a choice of either applying the material with Attachments: Up to 2 attachments including images can be used with a maximum of To help users navigate the site we have posted a site navigation guide. Make sure to check out our Knowledge Base for commonly asked Unity questions.

Answers Answers and Comments. Changing shared texture at runtime without affecting project settings? Dynamically load AudioClip during runtime 1 Answer.

Login Create account.Discussion in ' Scripting ' started by Alexander21Apr 1, Search Unity. Log in Create a Unity ID. Unity Forum. Forums Quick Links.

Asset Store Spring Sale starts soon! Unite Now has started! Come level up your Unity skills and knowledge. How can I load Texture at run time. Joined: Dec 14, Posts: Hi All I am new bie to unity. In my project i have to assign the texture at runtime. Now i have default assign the texture in the game object and loading it. Code CSharp :.

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PossibleCharacters [ 0 ]. Alexander21Apr 1, Joined: Oct 14, Posts: You can use Resources. Load to load individual assets at runtime. Note that you can't load prefabs with this. HyblademinApr 1, Joined: Jul 18, Posts: 5, Load will work for textures already in your project in a resources folder. KelsoMRKApr 1, Hyblademin likes this.

Edit: Kindly note the texture should be in the resource folder. Then only texture will be load Last edited: Apr 19, Alexander21Apr 8, You must log in or sign up to reply here. Show Ignored Content. Your name or email address: Password: Forgot your password?By using our site, you acknowledge that you have read and understand our Cookie PolicyPrivacy Policyand our Terms of Service. The dark mode beta is finally here.

Change your preferences any time. Stack Overflow for Teams is a private, secure spot for you and your coworkers to find and share information. I'm using a series of PNG images as sprites to create animations on a plane for an augmented reality application in Unity. The PNG images are loaded as textures, and the textures are applied to a plane to create an animation sequence that tracks with an augmented reality target.

As my texture count increases, however, I'm getting out of memory errors on Android.

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I would like to load the PNG files as textures at run time to limit the number memory, but I'm having trouble getting the code working. I've also tried loading the image directly as a texture since this seems to work with the editor. I was able to get this working thanks to the link provided by Xerosigma.

I had an issue with paths and I suspect with the Texture requirement on load. Outside of loading the PNG textures, I also discovered that Unity does not do memory management on textures. To recover memory, textures need to be manually unloaded after use. Textures are all placed in a "Resources" folder. The resources folder can be placed anywhere in the Assets hierarchy - I created several individual folders for each of my PNG sequences to organize them, then added a Resources folder within each to hold the actual PNGs.

Textures are assigned through the editor by specifying a texture count ie. Hope it helps. You should be able to convert it into JS no problem. Just look at the Unity documentation. I achieved the same thing by placing any sequence of. The output is a seamless movie playing with transparency exactly according to the alpha channels of the images.

This shader supports PNG images with alpha as transparency. You just have to give the name of the folder which contains the images to the variable framespath. Learn more. Asked 7 years ago. Active 3 years, 7 months ago.

Viewed 62k times. Here is the script that is attached to the plane and controls the animation sequence. File PNGSequence. Length; renderer. I've tried LoadImage.

Load "test. LoadImage imageTextAsset. Any suggestions on how to accomplish this? Load fileName ; renderer.

Unity Tutorials #01 - Runtime terrain modification

Log "End of Animation" ; Debug. ToString ; while numberString. Peter Mortensen Jason George Jason George 6, 8 8 gold badges 39 39 silver badges 60 60 bronze badges. Active Oldest Votes.Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

For some reason your suggested change could not be submitted. And thank you for taking the time to help us improve the quality of Unity Documentation. Call Apply to actually upload the changed pixels to the graphics card. Uploading is an expensive operation, so you'll want to change as many pixels as possible between Apply calls. If you're constantly regenerating a texture at runtime, it may be faster to generate an array of pixel colors and set all of them at once with SetPixels.

For other formats SetPixel is ignored. Is something described here not working as you expect it to? It might be a Known Issue. Please check with the Issue Tracker at issuetracker. Version: Language English. Scripting API.

Suggest a change. Submission failed For some reason your suggested change could not be submitted. Publication Date: