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How to keep a image size as before loading in the uinity3d
Hi guys , i want to make a 2d demo , so i some codes as follows i loaded some images from asset ,but the images size shown in the scene not corrected . var textures:Object[] = Resources.LoadAll(_imagePath, typeof(Texture2D));
for (var i = 0; i < textures.Length; i++){
var go:GameObject = new GameObject("test"+i);
go.transform.position=new Vector3(0 ,0, 1.0f);
var guiTex:GUITexture = go.AddComponent(GUITexture);
var texture:Texture2D = (textures[i] as Texture2D);
guiTex.texture = texture;
guiTex.pixelInset = **Rect(i*10,i*10,texture.width,texture.height);**
yield WaitForSeconds(0.5);
Debug.Log("Textures Loaded: " + _typedTextures.Length);
}
i want to let show default size can anybody help me ? ths very much
Answer by Bunny83 · Jul 10, 2011 at 11:57 AM
If you use a GUITexture make sure you set the scale to 0,0,0 when using pixelInset otherwise the scale will modify your width / height. The scale works totally different for GUITextures.
See GUITexture.
Answer by tao · Jul 10, 2011 at 12:47 PM
ok i works , ths very much for helping , i did't see the help documents clearly btw, now i want to download some image resource to Resources folder and load these images to GUITexture in scenes , so next times i will not need to download again but i don't konw how to solve it do you have some good suggestion . it is iOS demo project
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