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Question by BossClaw · Jul 22, 2018 at 03:37 AM · scripting problemspritesassetstexturesreferences

Ref to Texture Missing when Creating Sprite by Script during Asset Postprocessing

Greetings folks!

  • I've written a PostProcessing script to create a new Sprite from a Texture

  • The Sprite Asset is made but it doesn't maintain a ref to the Texture.

  • Below is a picture of the Sprite using the Debug Inspector

  • I can drag the Texture Asset onto the Sprite, and everything works

  • Below that is the code

  • Any hints? Ideas? Thanks in advance!

alt text

 using UnityEngine;
 using UnityEditor;
 
 using System.IO;
 
 
 public class TextureToSpriteDemoProcessor : AssetPostprocessor
     {
     void OnPostprocessTexture(Texture2D texture)
         {        
         // CREATE NEW SPRITE WITH REF TO TEXTURE
         Sprite newSpr = Sprite.Create(texture, new Rect(0, 0, texture.width, texture.height), Vector2.zero, 16, 0, SpriteMeshType.FullRect);
 
         // CREATE NEW PATH FOR SPRITE
         string sprPath = Path.GetDirectoryName(assetPath) + "/" + Path.GetFileNameWithoutExtension(assetPath) + ".ASSET";
 
         // WRITE NEW ASSET
         AssetDatabase.CreateAsset(newSpr, sprPath);        
         }    
     }







texspr.jpg (52.4 kB)
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Answer by BossClaw · Jul 22, 2018 at 04:22 AM

Nevermind for I have made my own solution;

After posting the question I thought "The Texture ref is probably lost because it's not an asset yet." So I rewrote it as a Right-Click Context Menu.

It's better this way for it gives more control over which files are processing at any time.

 using System.IO;
 using UnityEditor;
 using UnityEngine;
 
 
 public class SprFromTexture : EditorWindow
     {
     [MenuItem("Assets/Create Sprite From Texture")]
     private static void EditorCreateSpriteFromTexture()
         {
         // LOOP THROUGH EACH GUID OF SELECTION
         foreach(string guid in Selection.assetGUIDs)
             {
             // MAKE ASSETPATH FROM GUID
             string assetPath = AssetDatabase.GUIDToAssetPath(guid);
 
             // ATTEMPT LOAD ASSET AS TEXTURE2D
             Texture2D texture = AssetDatabase.LoadAssetAtPath<Texture2D>(assetPath);
 
             // SKIP IF THIS IS NOT TEXTURE2D
             if (texture == null) {Debug.LogError("SELECTION[" + assetPath + "] IS NOT TEXTURE"); continue;}
 
             // MAKE THE NEW SPRITE ASSET SUCCESSFULLY            
             Sprite newSpr = Sprite.Create(texture, new Rect(0, 0, texture.width, texture.height), Vector2.zero, 16, 0, SpriteMeshType.FullRect);
 
             // MAKE SPRITE PATH SAME AS TEXTURE BUT WITH .ASSET EXTENSION
             string sprPath = Path.GetDirectoryName(assetPath) + "/" + Path.GetFileNameWithoutExtension(assetPath) + ".ASSET";
 
             // WRITE / OVERWRITE
             AssetDatabase.CreateAsset(newSpr, sprPath);
             }
         }
     }
 
 
 
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