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Question by Venczel · Feb 09, 2016 at 06:17 PM · c#arraytexture2dcastinginvalidcastexception

Casting Error C# between Object[] and Texture2D[]

 using UnityEngine;
 using System.Collections;
 using UnityEngine.UI;
 
 public class BackChange : MonoBehaviour
 {
     
     bool swap = true;
     public Texture2D[] files;
 
     void Start ()
     {
         //Line Below has ERROR
         files = (Texture2D[]) Resources.LoadAll("Frames");
         StartCoroutine ("textureSwap", 0.041);
     }
     
     IEnumerator textureSwap (float swapAfter)
     {
         int i;
         int num = 0;
     
         for (i = 1; i > 0; i++)
         {
             if (swap == true)
             {
                 Texture2D file = files[num];
                 GetComponent<RawImage>().texture = file;
                 swap = false;
                 Debug.Log (file);
                 yield return new WaitForSeconds (swapAfter);
             }
             if (swap == false)
             {
                 if (num < 168){
                     num = num + 1;
                 }else if (num >= 168){
                     num = 0;
                 }
 
                 Debug.Log ("Ran!");
 
                 swap = true;
             }
             }
         }
     }

Line 13 is where there is an error: files = (Texture2D[]) Resources.LoadAll("Frames");

My "Frames" folder is full of JPEG images which I have already used earlier as a Texture2D.

Here is the full error output: InvalidCastException: Cannot cast from source type to destination type. BackChange.Start () (at Assets/Scripts/BackChange.cs:13)

This should be able to cast so I don't know why I am getting this error.


Any help would be greatly appreciated!

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Answer by Venczel · Feb 12, 2016 at 10:17 AM

I changed my code to this:

using UnityEngine; using System.Collections; using UnityEngine.UI;

public class Backtest : MonoBehaviour {

 bool swap = true;
 public Object[] frames;

 void Start() {
     frames = Resources.LoadAll("Frames", typeof(Texture2D));
     StartCoroutine ("textureSwap", 0.041);
 }

 IEnumerator textureSwap (float swapAfter)
 {
     int i;
     int num = 0;
     
     for (i = 1; i > 0; i++)
     {
         if (swap == true)
         {
             GetComponent<RawImage>().texture = (Texture) frames[num];
             swap = false;
             yield return new WaitForSeconds (swapAfter);
         }
         if (swap == false)
         {
             if (num < 168){
                 num = num + 1;
             }else if (num >= 168){
                 num = 0;
             }

             swap = true;
         }
     }
 }

}

And now it works. I still don't know why the previous cast I tried didn't work but at-least now I have a solution. :D

To anyone else with this problem I suggest you try to cast to "Texture" instead of "Texture2D" and see if that works.

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Answer by Landern · Feb 09, 2016 at 06:19 PM

Seems like it's picking up more then Texture2D types. You can supply the type to the method to filter out anything undesired.

Change:

 files = (Texture2D[]) Resources.LoadAll("Frames");

to

 files = (Texture2D[]) Resources.LoadAll("Frames", typeof(Texture2D));
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avatar image Venczel · Feb 09, 2016 at 08:01 PM 0
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I've changed it to: files = (Texture2D[]) Resources.LoadAll("Frames", typeof(Texture2D)); but it still gives the exact same error.

Thanks anyways though!

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