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Question by Eclat Digital · Jun 27, 2014 at 04:29 PM · c#texturewrapmode

c# Script : Create a texture, then change its parameters

I wrote a script for generating a procedural texture. As directly writing the Texture2D with AssetDatabase.CreateAsset was creating a large file from an unknown format, I encode the texture to PNG and write it to a file. It is then imported automatically by Unity upon refresh and this works well.

Now I would like to set the wrap mode to clamp in the same script, just after the PNG file creation. I tried refreshing with AssetDatabase.Refresh, then getting the texture with LoadMainAssetAtPath, and changing the flag. This does nothing in the project

I also tried using TextureImporter.GetAtPath after having imported the asset in the script, and setting the flag in the importer, without success.

How can I change the wrap mode in the script just after having created the PNG?

Thanks

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Answer by IvovdMarel · Jun 27, 2014 at 04:45 PM

http://docs.unity3d.com/ScriptReference/Texture-wrapMode.html

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avatar image Eclat Digital · Jun 27, 2014 at 07:54 PM 0
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By "changing the flag" I meant Texture.wrap$$anonymous$$ode. But this does not make any change in the project as explained.

avatar image Flailer · Jun 28, 2014 at 11:36 AM 0
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Ivovd is sorta right, its a pretty trivial affair, without looking I surmise that when you write out the Texture2D to PNG that the original reference stays with the prewritten Texture2D.

This means you now need to grab a reference to the written file and change it that way, or just change the wrap mode before you write it out.

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