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Question by magesh_rathnam · May 05, 2017 at 01:06 PM · texturemaps

Download Texture in Unity3d not working

Hi - I'm trying to use google maps texture in my unity project, but the download does not get completed. The texture download does not complete for me. It keeps looping in this, I tried to add logger to check the same. After sometime, it shows memory warning.

I checked the logged url for the call, and when I use it in the browser, it works fine. I'm trying to load that texture into a cube.

Here is the code am using. Can someone pls guide me on what am I doing wrong and how to correct the same? Pls let me know if you need more details.

 Debug.Log ("In GoogleMap Script.. Caroutine _Refresh");
         var qs = "";
         qs += "center=" + WWW.UnEscapeURL (string.Format ("{0},{1}", latitude, longitude));
         qs += "&zoom=" + zoom.ToString ();
 
         qs += "&size=" + WWW.UnEscapeURL (string.Format ("{0}x{0}", size));
         qs += "&scale=2";
         qs += "&maptype=" + "RoadMap".ToLower ();
         var usingSensor = false;
         #if UNITY_IPHONE
         usingSensor = Input.location.isEnabledByUser && Input.location.status == LocationServiceStatus.Running;
         #endif
         qs += "&sensor=" + (usingSensor ? "true" : "false");
 
         foreach (var i in markers) {
             qs += "&markers=" + string.Format ("size:{0}|color:{1}|label:{2}", i.size.ToString ().ToLower (), i.color, i.label);
             foreach (var loc in i.locations) {
                 qs += "|" + WWW.UnEscapeURL (string.Format ("{0},{1}", loc.latitude, loc.longitude));
             }
         }
 
         qs += "&key=" + WWW.UnEscapeURL (googleAPIKey);
 
         Debug.Log ("Texture Request url:: " + googleStaticMapsURL + "?" + qs);
 WWW req = new WWW(googleStaticMapsURL + "?" + qs);
 
         // Create a texture in DXT1 format
         cubeObject.GetComponent<Renderer>().material.mainTexture = 
                         new Texture2D(size, size, TextureFormat.DXT1, false);
         yield return req;
 
         while (!req.isDone) {
             Debug.Log ("req.isdone is false");
             yield return null;
         }
 
         if (req.error == null) {
             cubeObject.SetActive (true);
             Debug.Log("Response form Google maps texture service:: ");
             req.LoadImageIntoTexture ((Texture2D)cubeObject.GetComponent<Renderer> ().material.mainTexture);
         }

Also, am using https version of the google maps url, but still I see the below warning in the console. The printed url shows https protocol only.

You are using download over http. Currently unity adds NSAllowsArbitraryLoads to Info.plist to simplify transition, but it will be removed soon. Please consider updating to https.

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