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Question by thommoboy · Oct 15, 2012 at 07:23 AM · androidassetbundle

Applying a Texture from an assetbundle

hey,

i've packaged my asset bundle and have this script:

 #pragma strict
 var Load : boolean = false;
 var url:String = "localhost/Borderlands/Brdr_Textures.unity3d";
 function Start ()
 {
     if(Load)
     {
         // Start a download of the given URL
         var www:WWW = WWW.LoadFromCacheOrDownload (url, 2);
         yield www;
         var bundle:AssetBundle = www.assetBundle;
         
         var Floor = GameObject.FindGameObjectsWithTag("Concrete_Floor");
         
         //Load Material
         Floor[0].renderer.material = bundle.Load("Mat_Concrete 1", Material);
         //Load MainTexture For Material
         Floor[0].renderer.material.mainTexture = bundle.Load("Tex_Concrete_Dif", Texture);
     }
 }

But for some reason only the material applies and not the texture.

any help would be appreciated

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avatar image JanWosnitza · Oct 16, 2012 at 05:36 PM 0
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Have you created more than one assetbundle? It might be a dependency problem, which could be resolved by calls PushAssetDependencies before BuildAssetBundle and PopAssetDependencies afterwards.

avatar image maximus9600 · Dec 26, 2014 at 04:08 AM 0
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I am facing the same problem. I have quite a lot of textures. I am able to make them work in the unity editor but not on my android phone.

avatar image JanWosnitza · Jan 05, 2015 at 12:04 AM 0
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maximus9600 despite this is not the right place: Graphical $$anonymous$$emory is very limited on phones. $$anonymous$$aybe you run out of vram, thus Unity cannot not load new textures into vram. Ways to overcome this limitation:

  • compress the texture (editor import-settings)

  • smaller texture size (no-$$anonymous$$der.. ;)

  • splitting textures (e.g. removing transparent stuff, stetching middle)

  • ...

avatar image maximus9600 · Jan 09, 2015 at 07:20 AM 0
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Thank you for your reply @JanWosnitza I know this is not the right place but I didnt get any response for a long time and I need some help immediately. I tried doing the first point you have suggested and I still see the same result :(

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