Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by guylima · Mar 15, 2016 at 10:06 AM · editoreditor-scriptingserializationprocedural

Preview procedural texture in scene without serializing it?

I am generating textures procedurally using a script. I have some fields that it's useful to be able to tweak using the editor and then preview the result in context in the scene view.

Currently, I use OnValidate to regenerate textures and assign them to the Material of the corresponding MeshRenderer. This makes the texture show up in the scene view.

It seems that MeshRenderer serializes its Material, which in turn serializes my texture.

However, my scripts takes the DPI into account when generating this texture, so the result is device-dependent. As a result, I'm storing and deserializing extra data each time my game loads to then just throw it away and replace it.

Is there a better solution where I can preview my textures in the Scene view when composing my scene without needlessly serializing, storing, and deserializing it?

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by drudiverse · Mar 15, 2016 at 10:12 AM

I worked alot with procedural textures. i didnt use onvalidate particularly if i recall. you can write them to .bmp and load to renderer... you dont have to preview it in scene view if you want to just see the texture, you can save it as a bmp and even there is a command to open it in chrome or paint usis .exe... so you can see using tab back and forth between unity, it will auto open a tab of a pic viewer for you. for shadows and lighting you have to load it as texture.

I did alot of GPU generated texture wich is muuuuch faster than cpu for live games and so on but you can only save cpu gen textures as textures easily, you have to save gpy textres as saved data.

theres a lot of info about procedural textures around on unify wiki and other sources, use google images to search unity procedural textures, actually goog images is better than goog search for searchign visual techniques or syntax methods within unity.

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image guylima · Mar 15, 2016 at 06:07 PM 0
Share

The thing is, I DO want to preview it in the scene. For example, if I'm generating a background I want to be able to see what my scene will actually look like without having to hit play.

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

4 People are following this question.

avatar image avatar image avatar image avatar image

Related Questions

How to assign object reference to ObjectField knowing the object's name? 2 Answers

Custom inspector variable resets automatically 1 Answer

Dynamic serialized fields based on enum 0 Answers

Storing data about an asset only in the editor 2 Answers

Help with Missing Monobehaviours and Asset Serialization? 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges