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Question by Bitbridge · Mar 14, 2014 at 09:15 AM · load asset

Change assets after build?

Hi,

I have several sprites (Resources/Backgrounds/*.png) that I load via "Resuorces.Load" at runtime. I want to make these customizable for the user, so that he can change these sprites without having Unity/Rebuilding.

Now, everything that is in the resources folder is packed inside the "resources.assets", which means that this is not possible on default.

I've read some other questions and answers, but never really read a clear answer. It sounds like I could use AssetBundles, but they sound a bit too much for what I'm trying to do - and I also just want to load the files locally.

Thanks!

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avatar image AlucardJay · Mar 14, 2014 at 11:12 AM 1
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Use the WWW class with a local address :

  • WWW example : http://answers.unity3d.com/questions/432655/loading-texture-file-from-pngjpg-file-on-disk.html

  • WWW with local address : http://answers.unity3d.com/questions/14587/load-texture-at-run-time-from-file.html

  • Another method : http://answers.unity3d.com/questions/541258/load-material-texture-from-file.html

avatar image Bitbridge · Mar 14, 2014 at 05:45 PM 0
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Thank you! Still had to "convert" the image to a Sprite using Sprite.Create, but it worked great!

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