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Question by tao · Jul 10, 2011 at 05:42 AM · imageloadguitexture

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

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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.

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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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