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Setting a material texture and saving it
So I am creating materials in code and trying to save them but for some reason when I save a material the texture ALWAYS reverts to "none"
How can I save the material WITH it's texture or even possibly set it after I save the new mat ?
Here is my code
         Material newMaterial = new Material(Shader.Find("Diffuse"));
 
         string matPath = "Assets/Resources/Atlas/" + textureName + "/" + textureName + ".mat";
 
         AssetDatabase.CreateAsset(newMaterial, matPath);
         newMaterial = (Material)AssetDatabase.LoadAssetAtPath(matPath, typeof(Material));
 
         newMaterial.SetTexture(textureName, texture);
 
         AssetDatabase.SaveAssets();
 
     #endregion
The bit where I set the texture seems to do nothing as my newly saved material has no texture set ?
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               Best Answer 
              
 
              Answer by DannyLZS · Jun 24, 2013 at 04:08 PM
Turns out I had to call ...
AssetDatabase.SaveAssets();
and
AssetDatabase.Refresh();
before I could attempt to load it back in
Your answer
 
 
              koobas.hobune.stream
koobas.hobune.stream 
                       
               
 
			 
                