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How to load KTX textures at runtime?
I've tried handing Unity the ETC1 compressed data via LoadRawTextureData()
but it loads a corrupted texture instead and only 1 mipmap level is loaded correctly. Are there any special measures I need to do to pass KTX texture data apart from removing the header?
Answer by tteneder · Apr 26, 2020 at 02:43 PM
I can't help with the initial problem, but I wanted to let you know that in the meantime alternatives got developed:
Devlopment of KTX version 2.0 is close to be finished
The most exciting feature is Basis Universal supercompression, which allows platform-independant, efficient texture files that are transcoded into fitting GPU formats at run-time
I've created a Unity Package that lets you load KTX 2.0 files.. Give it a spin and let me know if it works.
hth, atti