Textures from local works in editor missing in build
I have a file system on a windows computer that contains 11 million 512 x 512 .dds images. I have a way to load them an apply them to a texture and it works great in the editor. The problem comes when I try to build for windows and run the .exe it shows a big magenta square instead of the textures. How do I make the build work like the editor for local file loading.
the command I use to load the file is
byte[] bytes = System.IO.File.ReadAllBytes("c:\image1.dds");
this works great when I hit play button, but fails if I build the executable for windows.
Answer by heath-tucker · Feb 25, 2016 at 06:08 PM
I figured this out from something said in another group about emissive texture not working in build.
What I had to do it add a material to the asset/Resource folder and never use it. This caused the shader to compile in the build and work correctly. All of my materials were created in runtime so it did not know to compile the standard shader.
@heath.tucker thank you for this! Was stuck on this for a few days and this solved it for me. A big thanks for this!
I am glad this helped you out. It was very frustrating for me when I ran into it.
Yep, lost a few good days of development because of this issue. Was very frustrating and i could not have imagined that this would be the fix
Your answer
Follow this Question
Related Questions
UnityLinker.exe did not run properly!Android,UnityLinker.exe did not run properly! 0 Answers
ItextSharp generates pdf file of 0 bytes in PC build. Works in editor. 0 Answers
How to prevent Unity from changing WarningLevel property in .csproj? 0 Answers
Unable to run built VR/XR EXE 0 Answers
Unity says that I'm missing my NDK and SDK libraries, but I have them installed via Unity hub? 1 Answer