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Max Size of Textures from AssetBundle
Hey all,
I am building a small application where players can view a variety of 360 degrees photos on a GearVR. I decided to use AssetBundles to reduce loading times and decrease the size of the apk.
Everything seems to work fine, the only issue I have is that the MaxSize of the texture I load from the AssetBundle are set to 2048 instead of 8192.
I have changed all of the ImportSettings to match the settings I need, and use the TextureImporter to automatically import all textures using the correct settings.
 class MyTexturePostprocessor : AssetPostprocessor {
     void OnPreprocessTexture() {
         TextureImporter textureImporter = (TextureImporter)assetImporter;
         textureImporter.maxTextureSize = 8192;
         textureImporter.mipmapEnabled = false;
         }
     }
My Assetbundles are build as UncompressedAssetBundles and Builtarget Android.
 BuildPipeline.BuildAssetBundles("Assets/ABs", BuildAssetBundleOptions.UncompressedAssetBundle, BuildTarget.Android);
I use LoadAssetAsynch too load the textures when I need them.
 IEnumerator SetImage(string url, string imageName) {
         Texture2D tex = new Texture2D(7776, 3888);
 
         WWW www = WWW.LoadFromCacheOrDownload(url, 1);
         yield return www;
 
         AssetBundle bundle = www.assetBundle;
 
         AssetBundleRequest request = bundle.LoadAssetAsync(imageName, typeof(Texture2D));
 
         tex = request.asset as Texture2D;
 
         manager.currentTexture = tex;
 
         bundle.Unload(false);
 
         www.Dispose();
 
         yield return null;
     }
Is there anyone who has experienced the same issue, or can help me solve this issue?
Regards, Wilco
Answer by wilmaster1 · Oct 22, 2016 at 09:09 PM
I managed to fix it, I played the code where I did not define the Texture2D size. Doing so fixed my problem.
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