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               Question by 
               BlueSin · Sep 17, 2018 at 04:41 AM · 
                2dspritestreamingassets  
              
 
              Load Spritesheet/Atlas through Streaming Assets
I am trying to allow a degree of modding in my Unity game by utilizing streaming assets. I can import a single sprite no problem, but I am unsure how to set an imported streaming assets sprite to Sprite Mode: Multiple and slice that sprite into its sub parts. Here is a test class I am using for the import right now:
 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using PixelsoftGames.Tools2D;
 using System.IO;
 
 public class Sandbox : MonoBehaviour
 {
     SpriteRenderer sRenderer = null;
 
     private void Awake()
     {
         sRenderer = GetComponent<SpriteRenderer>();
     }
 
     private void Start()
     {
         DirectoryInfo directoryInfo = new DirectoryInfo(Application.streamingAssetsPath);
         FileInfo[] allFiles = directoryInfo.GetFiles("*.*");
 
         foreach(FileInfo file in allFiles)
             if(file.Name.Contains("Laser"))
                 StartCoroutine("LoadSprite", file);
     }
 
     IEnumerator LoadSprite(FileInfo file)
     {
         if (file.Name.Contains("meta"))
             yield break;
         else
         {
             string fileWithoutExtension = Path.GetFileNameWithoutExtension(file.ToString());
 
             string finalPath;
             WWW localFile;
             Texture2D texture;
 
             finalPath = "file://" + file.ToString();
             localFile = new WWW(finalPath);
 
             Debug.Log(finalPath);
 
             yield return localFile;
 
             texture = localFile.texture;
             texture.filterMode = FilterMode.Point;
             Sprite sprite = Sprite.Create(texture as Texture2D, new Rect(0, 0, texture.width, texture.height), new Vector2(0.5f, 0.5f), 32f);
             sRenderer.sprite = sprite;
         }
     }
 }
 
              
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