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WWW loading not working on Windows, working on Mac
Hi, I am attempting to load a user selected image file into a Sprite at runtime using the following code
fullFilePath = "file://" + userPath;
fileObject = new WWW(fullFilePath);
// Create new Sprite based on the loaded file
Sprite newSprite = Sprite.Create(fileObject.texture,
new Rect((float)(Screen.width / 2 - (fileObject.texture.width / 2)),
((float)(Screen.height / 2) - (fileObject.texture.height / 2)),
(float)fileObject.texture.width,
(float)fileObject.texture.height),
Vector2.zero);
Even though this works on a Mac, when running the project on Windows8.1 i get the following error: You are trying to load data from a www stream which had the following error when downloading. Couldn't open file /Users/George/Pictures/1376532887242.jpg
Any ideas on what could be going wrong?
Many Thanks
Answer by ajketan · Aug 04, 2014 at 01:32 PM
Try creating the sprite once your WWW operation is complete.... I mean use "www.isDone" or in your case "fileObject.isDone" as a check before creating the sprite.
I am assuming that you are using a Coroutine for this ...if not you must....because WWW is an async operation
Follow the code....
if(fileObject.isDone)
{
// Create new Sprite based on the loaded file
Sprite newSprite = Sprite.Create(fileObject.texture,
new Rect((float)(Screen.width / 2 - (fileObject.texture.width / 2)),
((float)(Screen.height / 2) - (fileObject.texture.height / 2)),
(float)fileObject.texture.width,
(float)fileObject.texture.height),
Vector2.zero);
}
Hope that is helpful
Cheers Ketan
Thanks $$anonymous$$etan! I was missing the .isDone method and your way works great on a mac and even with images off an html address. For some reason if I select any image on my Windows machine it produces an error, starting to think it has something to do with permissions. George
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