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Question by Tides · Jul 24, 2011 at 11:32 PM · texturebuildasset

Allow editing of textures once built?

Is there a way that I can make a separate folder and place textures in it that once built can be edited by the user? Right now all the asset folders seemed to get compressed into one file.

So for example, a folder that contains flag textures that the user can edit.

Cheers.

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Answer by Waz · Jul 24, 2011 at 11:58 PM

Yes, but they must be PNG or JPEG files. You can read them using File I/O and using Texture2D.LoadImage to convert the bytes to a Texture2D, or using WWW with a file:///... URL, and using WWW.texture to retrieve the texture.

Note that for a WebPlayer, local filesystem cannot be read, so you must use WWW (and possibly the images will have to be online).

So, for example:

 var bytes = System.IO.File.ReadAllBytes(Application.dataPath+"/flag.jpeg");
 var tex = new Texture2D(4,4); // size not used
 tex.LoadImage(bytes);
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avatar image Tides · Jul 25, 2011 at 12:01 AM 0
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Thanks for your answer, but I still don't fully understand how to go about it, would you be able to give me an example of the, Texture2D.LoadImage method?

avatar image Waz · Jul 25, 2011 at 02:03 AM 0
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Example added to answer. See Unity docs for Application.dataPath to know where to put flags on your platform.

avatar image Waz · Jul 25, 2011 at 02:04 AM 0
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For writing the files, see http://unity3d.com/support/documentation/ScriptReference/Texture2D.EncodeToPNG.html

avatar image Tides · Jul 25, 2011 at 02:10 AM 0
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Awesome man, thanks for the help.

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