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Question by Kusras · Nov 18, 2015 at 01:11 PM · unityeditorassetchange

how to replace AssetDatabase.Refresh() to get same result but in built game

Hello I am doing something like flag creator that you can paint a flag, so this texture is generated and saved into resources. This texture is attached to a flag, so you can see the result, if you change anything. It has a problem, that unity does not recognise any change and the flag stay unchanged unless you restart the game. What works how to reload the texture is use to AssetDatabase.Refresh() What works perfectly inside unity Editor. Unfortunately this function is editor only, and it does not allow me to built the project. So I need something what would make refresh 1 asset at runtime after change. Or how to make this class to export and also works after build.

alt text There is picture how it works you can select colors and patterns and it mix into texture which is used in materials on some objects like flags and shields or armor.

Thanks forAnswer. I can post some more screenshots or scripts, but that is I think unimportant, because main problem is that there is an asset what is changed but its older version is cached in memory and I need to call to reload or somehow access that memory and throw out the old version and update the newer one. Exactly what AssetDatabase.Refresh() does, but I have to access it also after build.

Thanks again.

screenshot-2015-11-18-142300.jpg (186.2 kB)
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Answer by Kusras · Nov 18, 2015 at 08:44 PM

For those who follow this question I figured out the sollution. What I did : 1)saved texture into Resource folder (it still exists in built game, but it has no folders inside) 2) created WWW file which loads that saved file. 3) create Coroutine, which yields that www file (waits until it downloads from a disk); 4) get any Renderer.material.mainTexture= that www.texture

It has one problem, it just reloads materials in that renderer, but it seems like a way. You have to change it on all renderers if it is necessary.

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