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Question by Notter · Dec 09, 2015 at 04:03 PM · imagetransparencypngsave-to-file

Saving UI Image to file with transparent background

Hello, I need help in understand what i need to do to save an image properly.

Right now i've manged to save my UI image, and then load it from file and into a sprite. but the problem is, the image that i take, also contains the background of the element i wanted to save.

So what should i do in order to only show my character in the saved picture, without anything else?

Right now this is how i save:

 var tex = new Texture2D((int)width, (int)height, TextureFormat.RGB24, false);
   
 tex.ReadPixels(new Rect(corners[0].x, corners[0].y, width, height), 0, 0);
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Answer by JedBeryll · Dec 09, 2015 at 05:41 PM

If you use a camera to take the picture than set the camera's "clear flags" to don't clear.

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avatar image Notter · Dec 09, 2015 at 06:41 PM 0
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The element I'm trying to take a picture of is a UI Image, and it's not in a camera (i think)

Do i have to change this Image to a sprite in the camera view? or is there another way?

avatar image JedBeryll Notter · Dec 10, 2015 at 01:48 PM 1
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As it's an ui element it has to be in the camera. (It doesn't have to be a child object or anything, based on the setting of it's canvas it can be anywhere). If it's an UI Image then your picture is aready a sprite, otherwise it's an UI RawImage.

avatar image Notter JedBeryll · Dec 10, 2015 at 05:56 PM 1
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Yes, i've realized this today.. $$anonymous$$y question was rather dumb :/

thanks for the help though!

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Answer by tomhog · Dec 11, 2015 at 02:48 PM

Pretty sure your Texture format its wrong. Assuming where ever you're reading the pixels from has an alpha channel you need to use

 Texture2D tex = new Texture2D((int)width, (int)height, TextureFormat.ARGB32, false);

Also ensure you save via

 tex.EncodeToPNG();

As jpegs can't have alpha channels

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Answer by KnightRiderGuy · Dec 11, 2015 at 03:07 PM

Not sure if its the same thing but in Photoshop you can save out an image with transparent areas as PNG and import that into Unity as a UI Sprite.

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