How to load textures on run-time for a game that is built for WebGL
This code loads textures from the StreamingAssets folder. It works on the editor and standalone build for PC but doesnt work on WebGL.
Code:
using System.Collections; using System.Collections.Generic; using UnityEngine; using System.IO; using UnityEngine.Networking; using System.Net;
[System.Serializable] // To make List objects visible in the inspector public class AssetsLoader : MonoBehaviour {
 public List<Texture> AllTextures;
 public int DefaultTexture = 0; // Default texture
 public GameObject ConsoleComponent;
 void Start () {        
     StartCoroutine ("LoadAllTextures");
 }
 IEnumerator LoadAllTextures()
 {
     AllTextures = new List<Texture>();
     string Folderpath= Application.streamingAssetsPath+"/ArtGalleryTextures";
     string[] TextureFilePaths = Directory.GetFiles(Folderpath, "*.jpg");
     for (int i = 0; i < TextureFilePaths.Length; i++)
     {
         UnityWebRequest www = UnityWebRequest.Get(Folderpath);
         yield return www.SendWebRequest();
         WWW diskTextureDir;
         diskTextureDir = new WWW("file://" + TextureFilePaths[i]);
                         
         //Save the loaded texture from WWW 
         AllTextures.Add(diskTextureDir.texture);
     }
 }
}
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              koobas.hobune.stream
koobas.hobune.stream 
                       
                
                       
			     
			 
                