Unity import image at runtime
14.07.2020 | by Malazilkree
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You can bring Assets created outside of Unity into your Unity Project by either exporting the file directly into the Assets folder under your Project, or copying it into that folder. Unity also detects when you save new changes to the file and re-imports files as necessary. When you create a Unity Project, you are creating a folder named after your Project which contains the following subfolders:. Save or copy files that you want to use in your Project into the Assets folder.
You can use the Project window inside Unity to view the contents of your Assets folder. Therefore, if you save or copy a file to your Assets folder, Unity imports it and appears in your Project window.
Unity automatically detects files as they are added to the Assets folder, or if they are modified. The items that appear in your Project window represent in most cases actual files on your computer, and if you delete them within Unity, you are deleting them from your computer too.
The above image shows an example of a few files and folders inside the Assets folder of a Unity Project. You can create as many folders as you like and use them to organize your Assets. The image above shows. Unity creates these. This way, Unity automatically moves or renames the corresponding meta file. If you like, you can read more about. If you want to bring collections of Assets into your Project, you can use Asset packages A collection of files and data from Unity Projects, or elements of Projects, which are compressed and stored in one file, similar to Zip files.
Asset packages are a handy way of sharing and re-using Unity Projects and collections of Assets. More info See in Glossary.
Each type of Asset that Unity supports has a set of Import Settings, which affect how the Asset appears or behaves. The import settings for this Asset will appear in the Inspector A Unity window that displays information about the currently selected GameObject, Asset or Project Settings, alowing you to inspect and edit the values.
The options that appear vary depending on the type of Asset selected. If you are used to working in 3D, Sprites are essentially just standard textures but there are special techniques for combining and managing sprite textures for efficiency and convenience during development. More info See in Glossaryor a normal map A type of Bump Map texture that allows you to add surface detail such as bumps, grooves, and scratches to a model which catch the light as if they are represented by real geometry.
The import settings for an FBX file allow you to adjust the scale, generate normals or lightmap A pre-rendered texture that contains the effects of light sources on static objects in the scene. Lightmaps are overlaid on top of scene geometry to create the effect of lighting. More info See in Glossary defined in the file.
Loading image runtime from file
For other Asset types, the import settings look different. The various settings you see relate to the type of Asset selected.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. See the Movie File Format Support Notes section in the VideoPlayer class documentation for supported movie file formats and encoding guidelines. 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. Properties defaultTargetSettings Default values for the platform-specific import settings. This tells the importer how to interpret fields in the source, if any. An option to skip this process is offered in the asset import progress bar. When skipped, the transcoding instead provides a non-transcoded verision of the asset.
However, the importer settings stay intact so this property can be inspected to detect the incoherence with the generated artifact. Re-importing without stopping the transcode process, or with transcode turned off, causes this property to become false. Public Methods ClearTargetSettings Clear the platform-specific import settings for the specified platform, causing them to go back to the default settings.
Equals Performs a value comparison with another VideoClipImporter. GetPreviewTexture Returns a texture with the transcoded clip's current frame.
Returns frame 0 when not playing, and frame at current time when playing. GetResizeHeight Get the resulting height of the resize operation for the specified resize mode. GetResizeModeName Get the full name of the resize operation for the specified resize mode.
GetResizeWidth Get the resulting width of the resize operation for the specified resize mode. GetTargetSettings Returns the platform-specific import settings for the specified platform. PlayPreview Starts preview playback. SetTargetSettings Sets the platform-specific import settings for the specified platform.
StopPreview Stops preview playback. Read Only importSettingsMissing The value is true when no meta file is provided with the imported asset. RemoveRemap Removes an item from the map of external objects. SaveAndReimport Save asset importer settings if asset importer is dirty.
The second is assigned via the inspector in Unity editor. Note the dark gray border around the first image. How can I load the image via C and have it not have the border?
The source image is a white-on-transparent PNG x pixels. It's being displayed in an UnityEngine. Image sized at 30x30 with a red color assigned.
The source image is identical same location on disk for both examples above. The advantage of using the code above is that the images do not need to be embedded in the game that unity ends up building. It means these images can be distributed separately from the game. Using Resources. Load does not cater for this, and I suspect, is the same as assigning the image via the inspector, meaning that unity has already done something to the texture prior to assignment likely something by the UnityEditor.
I investigated the Texture2D constructor some more and determined that the following code results in the image above, where the edges of the sprite no longer have the grey border, but now appear jagged. Setting the last parameter to true retains the grey border. Some googling has me thinking that the issue is mipmap related, and that the Unity Editor may be resolving this on import due to whatever occurs with UnityEditor.
However, the UnityEditor namespace is not available when building the project. The issue is that the PNG format uses a non-premultiplied Alpha and Unity uses straight alpha blending designed to work best with pre-multiplied alpha colors.
A Unity-specific discussion can be found Here however, note this problem has nothing to do with mip-mapping, but can be exacerbated by filtering and resizing techniques. You would think rendering a sprite using the features of Unity's primary supported runtime load image file format would be a simple affair but, alas, it is quite a bit more complicated than that. I don't know the inner workings of UnityEditor.
Use Resources. Loadthus you can configure the texture settings in the editor.I have an image in my Streaming Assets folder that I want to load at run-time and use as a texture. However, when I attempt to do this, I get an error that reads:. You are trying to load data from a www stream which had the following error when downloading. Could not resolve host: C; No data record of requested type. I you want to use Application. 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. Finding size of images imported at runtime 2 Answers. Why is this image not downloading properly in WWW class? Image is not loading into Texture 0 Answers. Detect WWW Image bitmap dimensions? Login Create account. Ask a question. Hello everyone, I have an image in my Streaming Assets folder that I want to load at run-time and use as a texture.
However, when I attempt to do this, I get an error that reads: You are trying to load data from a www stream which had the following error when downloading. Could not resolve host: C; No data record of requested type Here is the code that is throwing the error.
Any help would be greatly appreciated. Combine Application. Add comment. Hi Josh, I you want to use Application. Your answer. Hint: You can notify a user about this post by typing username.
Load Image at Runtime in Unity
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I'm in hololens project. My boss says, load the fbx file at runtime we use unity. Our fbx file changes at runtime, so we must reload it fbx is change from 3dMAx. I tried the AssetBundle, but I can't create Assetbundle files without unity or unity editor mode. As far as I know, only resource in Project tab can insert assets to assetbundle.
If I can build Assetbundle file by fbx file without unity project, I can do all. To sum it up: I need way how to load fbx in runtime without unity resource. If I make fbx asset to assetbundle in runtime fbx is not belong in project tabit's ok.
Use trilib asset is the best way. I think trilib is not perfect, but, it's best. The only exception are AssetBundles. Your options are basically:. Is there a tool which converts 3D models to asset bundles? I search many website for this question. Finally, I recommand that you could use this asset. It's is not free,but worth. It could save much time for you. Unity can not load the fbx file directly, but can load the obj file at runtime, you can convert fbx file to obj files.
Create this python file:. Learn more. How can i load FBX file in Unity runtime? Ask Question. Asked 1 year, 8 months ago. Active 7 months ago. Viewed 10k times. Redwings Redwings 3 3 silver badges 9 9 bronze badges. How to import assets to Unity3d Build on runtime. Active Oldest Votes.
You can read follow content: is-there-an-easy-way-to-import-fbx-files-runtime : In short: No. Ron Tang Ron Tang 1, 11 11 silver badges 19 19 bronze badges. Convert fbx to obj files with command line script. Load obj at Unity runtime.Discussion in ' Scripting ' started by flyricMay 8, 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. Joined: May 8, Posts: Hi there, I am new to Unity3D. I got a problem now: I have no idea how to open an image and import it at runtime to be a texture of a certain mesh.
Let me explain the problem in details: I want to import an image at runtime to be a texture. And the image is from other location on the disk not in Unity project folder. I am using the EditorUtility. OpenFilePanel to get the path right now. But I do not know which function can be used to load the image via the path.Unity 2017 Tutorial - Edit Material at Runtime
Could anybody please tell me how to do this? Thanks a lot!
Joined: Mar 28, Posts: 2, If you are also looking for a document browser to let the user select a file, I believe there is one somewhere on the wiki. Quietus2May 8, Joined: Oct 8, Posts: Ye, indeed! I think I should be careful in that.
And I got another question here if you can do me a favor: I wanna choose a file from my disk, and I think function EditorUtility. OpenFilePanel from UnityEditor class is a good choise. However, it has a problem when building, which is "Namespace 'UnityEditor' not found, maybe you forgot to add an assembly reference" Do you have any good ideas about selecting a file from disk and then return a path?
Again, thanks a lot! Joined: Sep 19, Posts: 3, Editor classes are not available in runtime. Like I said in my previous response, I believe there is a local file browser on the wiki. Ye, I saw this one.
Just wondering if the Editor classes are available. You must log in or sign up to reply here. Show Ignored Content. Your name or email address: Password: Forgot your password?Place it in a Resources folder e. Use Resources. Load to load a Texture2D, like shown in the last example on the scripting reference.
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. Display Raw Images at runtime in unity 4. Loading font runtime from file 0 Answers. Let user select and load an image 1 Answer. Login Create account.
Ask a question. I want to load image runtime from file. Please help me. Add comment. Best Answer. Your answer. Hint: You can notify a user about this post by typing username. Welcome to Unity Answers The best place to ask and answer questions about development with Unity. If you are a moderator, see our Moderator Guidelines page.
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