Dynamically create Texture2D that is readable
I want to create a Texture2D dynamically which is readable. There doesn't appear to be any way to set the IsReadable property to true. The docs reference IsReadable, but I can't even find it declared...
View ArticleSet readable flag on resources Load
Hi There, I want to set all the textures in a folder on resourcesLoad as readable, all at once. I want to be able to use them in set, get pixel(s), packTextures, etc. I can't. Am I missing something?
View ArticleAccess texture from script
Ok, i thought this would be easier than its turning out to be. Im loading a texture using Resources Load, then i need to change the size. It says the texture is not readable, and the only thing i see...
View ArticleReading pixels from texture2D (how to make texture readable?)
Hello, I need to **read a texture's pixels at runtime**, and I'm getting the "**texture is not readable**" error. I know I should simply mark the texture as readable in the Texture Importer Inspector,...
View ArticleRead an item
In my game, I'd like to create a readable item. So for example; you come across a desk with an envelope on top. You press the "E" key to interact with it (but this only happens if the arrow key is on...
View ArticleWhy don't I see any "readable" checkbox in a texture's import settings?
**UnityException: Texture 'TestMap1' is not readable, the texture memory can not be accessed from scripts. You can make the texture readable in the Texture Import Settings.** Oh can I? I'm looking it...
View ArticleIs there a way to make Cubemap readable from scripts?
When I create cubemap in project view through menu by default it's not readable. Is it possible to make it readable through scripts?
View ArticleHow to make a combined mesh readable, or access the original sharedMesh?
I'm trying to use Edelweiss' Decal System, which, in order to create decals in runtime (bullet impacts and such), needs to read the data of the mesh it's being projected on. The problem is that, when...
View ArticleMake readable Heightmap Texture Dynamically Generated
Hello everyone, First i apologize for my bad english :p I will try to be clearest as possible, I need to passed "Readable" Heihtmap png dynamically generated. --> Context : I work on TD project...
View ArticleMaking mesh non-readable
It looks like if I generate Mesh from code, then it's always treated as readable, i.e. it's stored in RAM and VRAM. Is there a way to generate mesh and then mark it as non-readable? I can see that...
View ArticleIssues with setting TextureImporter isReadable in script
I am using the free version of unity and have a c# script that I wrote to auto save a displayed texture every N seconds. I am using TextureIMporter to set the assets isReadable to true so that I can...
View ArticleAssetbundle-loaded images not readable
Hello! I have a project that needs to import an asset bundle, then read the texture data on every one of the meshes. Since the textures are created in realtime, there is no "read/write enabled" option...
View ArticleHow do you make a sprite that is apart of a Sprite Packer's atlas readable?
I am unable to make a sprite that is part of the sprite packer's atlas - readable. If I change the settings of the sprite under the advanced options to be read/write enabled, then re-pack the atlas the...
View ArticleCreate / Modify Texture2D to Read/Write Enabled at Runtime
How can I create or edit a texture, at runtime, with its read/write property enabled? The TextureFormat doesn't seem to help, and I can't find out how to make it work. Note: TextureImporter and...
View ArticleChange Texture2D readable flag at runtime (or at least a workaround to do that)
Hi to all, I'm getting a photo from iOS or Android Camera as a Texture2D image. I'd like to modify it (crop / merge with another texture) and then save it into the gallery. To do so, I need to convert...
View ArticleSaving Textures As Readable In AssetBundles
I am working with a large system using many assetbundles to build a scene dynamically. Currently I am attempting to build texture atlases after the assetbundles are loaded. Each asset bundle is one or...
View ArticleUnityWebRequest.GetTexture and EncodeToPNG
Hi friends! I need to ask you about this error with the UnityWebRequest.GetTexture function. I have a code with the WWW class to get image from Azure, then I create sprites from this images and use...
View ArticleHow to combine variables?
I'm building a 3D platformer, and I've got five raycasts from my character to check for the ground, and then to actually set the grounded variable, I'm checking for all of them using || like this if...
View Articlereading a texture that was created via script runtime and not saved
I'm trying to save a texture that was created via script but I'm getting this error UnityException: Texture '' is not readable, the texture memory can not be accessed from scripts. You can make the...
View ArticleCan't Open Unity 2017.4.0f1
I cannot open unity. I installed it and saved it to the default file on my hard drive, there is a shortcut on my desktop but I don't try to open it from there and I don't know how to make it where it...
View ArticleMesh isn't readable
I am importing FBX models from blender and giving it a mesh collider. Though I continue to get an error that says "This MeshCollider (GameObject: 'Looped_Island_#1' Mesh: 'Icosphere') requires the mesh...
View ArticleReload meshes with readable = true?
Hi all, to reduce memory consumption we'd like to set all "Read/Write Enabled" flags in the mesh importer to false. Though... for few occasions we'd still need to read the mesh data to create a Mesh...
View ArticleUnity gives me Not Readable error on texture, but i have it set!
I swear I've tried everything! but it keeps popping up, please, help!,I'm trying to read a texture2D in a script, but unity keeps popping up with the error telling me to set the texture to readable. I...
View ArticleWhich of these two methods is better practice? Defining Variable Inside vs...
Between these two example methods, what are the pros and cons of each? Overall, which is the better practice, and why? void Foo() { MeshFilter meshFilter = GetComponent(); Mesh mesh =...
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