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Question by Zed3D · Jan 20, 2013 at 02:53 AM · renderingtexturingcubes

Rendering and Texturing Cubes

 function Start () {
     var cube : GameObject = GameObject.CreatePrimitive(PrimitiveType.Cube);
     renderer.material.mainTexture = Resources.Load("grass.jpg");
 }

This is my code at the moment. I dragged grass.jpg from my desktop onto the "assets" area. This section of code is put onto a "Capsule". There is no debug errors. I have found multiple questions with similar answers to this and got no use out of them. Is there something wrong with my code, or is there not enough code to do this?

Or, quite simply, is the Texture in the wrong place?

Thanks,

Zed.

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avatar image AlucardJay · Jan 20, 2013 at 03:27 AM 0
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Put the image in a folder called Resources (in the Unity project, or in the folder Assets from file browser).

from the API : All assets that are in a folder named "Resources" anywhere in the Assets folder can be accessed via the Resources.Load functions.

http://docs.unity3d.com/Documentation/ScriptReference/Resources.html

Loads an asset stored at path in a Resources folder.

http://docs.unity3d.com/Documentation/ScriptReference/Resources.Load.html

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Answer by Eric5h5 · Jan 20, 2013 at 03:29 AM

Yes, read the docs for Resources.Load, particularly the part about omitting extensions. (Since there is no actual .jpg file that you will use. Speaking of which, don't use .jpg in the first place, since it's lossy compression.) Typically you would not use Resources.Load for this anyway, but instead make a public variable.

Also, you are assigning the texture to the object that the script is attached to, rather than using your cube variable.

 var cubeTex : Texture;
 ...
     cube.renderer.material.mainTexture = cubeTex;


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