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[solved]Using WWW instead of resources.load causes hang
I am writing an editor script that takes two images: one for a texture(.png) and one for a heightmap(.jpeg). It then creates a terrain, applies the texture, and sets the heights according to the heightmap image. It then does this for however many sets of images there are in a given folder.
To avoid unity formatting my images too much, I am using WWW.LoadImageIntoTexture instead of resources.load which I started off with. It ran perfectly using resources.load, and it still worked when I used WWW for the heightmap only. The issue came when I tried to use WWW for both images.
It will start to run, but then after a minute everything will freeze and I need to manually restart my system. I need to make a square terrain that uses an 8x8 grid of smaller terrains. Using the debugger I was able to determine that it has only been able to go as far as the fifth column of terrains before the hang.
//This works:
Texture2D textureImage = (Texture2D)Resources.Load<Texture2D>("[image path here]");
//This causes a hang:
WWW _texImage = new WWW ("file:// [image path here]" );
while (!_texImage.isDone) {}
Texture2D _textureImage = new Texture2D (2048, 2048);
_texImage.LoadImageIntoTexture(_textureImage);
//I also tried this and no luck:
WWW _texImage = new WWW ("file:// [image path here]");
while (!_texImage.isDone) {}
Texture2D textureImage = _texImage.texture;
The rest of the code is identical. From what I could tell from my search, the while loop will cause a problem in webplayer, but I'm not concerned about that right now. I was having the same issue when I had nothing there.
I'm still pretty new Unity as well as c# so any help would be appreciated.
Answer by Carl_12 · Jul 15, 2015 at 03:46 PM
It ended up only being an issue of memory. There was A LOT of data and I just needed to use a better machine.
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