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My Dynamic texture not showing up in the Build???
**I have a texture which is working fine inside unity and it is not showing up after build??**I have attached the texture code..
**
var sides:int=5; var treshold:int=170; var texturesize=512; var alphadecayrate=.01; private var color=Color.white;
var rep=1;
var spread=2;
function Start () {
//renderer.material.shader = Shader.Find ("Transnalpha");
renderer.material.shader = Shader.Find ("Diffuse");
shade();
}
function Update () {
}
function shade ()
{
// Create a new 2x2 texture ARGB32 (32 bit with alpha) and no mipmaps
var texture = new Texture2D(texturesize, texturesize, TextureFormat.ARGB32, false);
var ii:int;
var jj:int;
// set the pixel values
for( ii=0;ii<texturesize;ii++)
for( jj=0;jj<texturesize;jj++)
texture.SetPixel(ii, jj, Color(0, 0, 0, 0));
var angle=Mathf.PI*2/sides;
var radius=texturesize/2;
var alf=((radius-1)-radius)/(treshold-radius);
for (ii=0;ii<=radius;ii++)
{
var x:int;
var y:int;
if(ii>treshold)
{
color.a-=alphadecayrate;
//print(alf);
}
for (jj=1;jj<=sides+1;jj++)
{
var x1 = texturesize/2 + ii * Mathf.Sin(jj * angle);
var y1 = texturesize/2 + ii * Mathf.Cos(jj * angle);
if(x && y)
{
var w = x1 - x ;
var h = y1 - y ;
var dx1 = 0;var dy1 = 0;var dx2 = 0;var dy2 = 0 ;
if (w<0) dx1 = -1 ; else if (w>0) dx1 = 1 ;
if (h<0) dy1 = -1 ; else if (h>0) dy1 = 1 ;
if (w<0) dx2 = -1 ; else if (w>0) dx2 = 1 ;
var longest:int;
longest = Mathf.Abs(w) ;
var shortest = Mathf.Abs(h) ;
if (!(longest>shortest)) {
longest = Mathf.Abs(h) ;
shortest = Mathf.Abs(w) ;
if (h<0) dy2 = -1 ; else if (h>0) dy2 = 1 ;
dx2 = 0 ;
}
var numerator = longest >> 1 ;
for (var i=0;i<=longest;i++) {
texture.SetPixel(x, y, color); //Put pixel
texture.SetPixel(x, y+1, color);
texture.SetPixel(x-1, y, color);
numerator += shortest ;
if (!(numerator<longest)) {
numerator -= longest ;
x += dx1 ;
y += dy1 ;
} else {
x += dx2 ;
y += dy2 ;
}
}
//texture.SetPixel(x, y, Color(1.0, 1, 1, 200));
}
x=x1;
y=y1;
}
}
for(var kk=1;kk<=rep;kk++)
for( ii=1;ii<texturesize-1;ii++)
for( jj=1;jj<texturesize-1;jj++)
{
//texture.SetPixel(ii,jj,(texture.GetPixel(ii,jj)+texture.GetPixel(ii-1,jj)+texture.GetPixel(ii+1,jj)+texture.GetPixel(ii,jj-1)+texture.GetPixel(ii,jj+1)+texture.GetPixel(ii+1,jj+1)+texture.GetPixel(ii-1,jj-1)+texture.GetPixel(ii+1,jj-1)+texture.GetPixel(ii-1,jj+1))/9);
texture.SetPixel(ii,jj,Color(texture.GetPixel(ii,jj).r,texture.GetPixel(ii,jj).g,texture.GetPixel(ii,jj).b,(texture.GetPixel(ii,jj).a+texture.GetPixel(ii-spread,jj).a+texture.GetPixel(ii+spread,jj).a+texture.GetPixel(ii,jj-spread).a+texture.GetPixel(ii,jj+spread).a+texture.GetPixel(ii+spread,jj+spread).a+texture.GetPixel(ii-spread,jj-spread).a+texture.GetPixel(ii+spread,jj-spread).a+texture.GetPixel(ii-spread,jj+spread).a)/9));
}
// Apply all SetPixel calls
texture.Apply();
// connect texture to material of GameObject this script is attached to
renderer.material.mainTexture = texture;
}
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