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Question by Riziero · Jan 26, 2017 at 08:45 AM · spritetexture2dclone

SetPixel and cloning sprite.texture

Hello,

nooby question here. I have an object with a sprite render with a Sprite assigned to it and a simple script.

I was able to color the pixels of the sprite by doing:

 SpriteRenderer rend = gameObject.GetComponent<Renderer>() as SpriteRenderer;
 Texture2D tex = rend.sprite.texture;
 tex.SetPixel(x, y, Color.smthng)

This though effectivelly changed my image permanently when I play the game. So I am trying to clone sprite.texture and then assign it. Code below is indicative, value are just made up.

 void Start()
 {
 
     SpriteRenderer rend = gameObject.GetComponent<Renderer>() as SpriteRenderer;
 
     Bounds b =rend.sprite.bounds;
     Texture2D tex = rend.sprite.texture;
 
     Texture2D clone = Instantiate(tex);
     rend.material.mainTexture = clone;
 
 
     for (int y = 500; y < tex.height; y++)
     {
         for (int x = 700; x < tex.width; x++)
         {
             Color color = Color.blue; // ((x & y) != 0 ? Color.white : Color.gray);
             clone.SetPixel(x, y, color);
             break;
         }
     }
     clone.Apply();
 }

Question 1: why do I have to use rend.material.mainTexture to assign the clone? sprite.texture=clone would feel more natural to me but it's read only. Question 2: why I dont see the clone rendered?

Thanks a lot!

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avatar image idchlife · Sep 27, 2018 at 08:24 AM 0
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Hey! Did you manage to solve this issue?

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