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Question by ro-anders · Jul 16, 2018 at 03:16 AM · uirendertexturesetpixel

How to draw dynamically on a UI Panel

I can draw directly on a quad but not a UI panel.

The following code works on a quad and just paints the quad all blue.

 public class RenderTextureDrawer : MonoBehaviour {
     public RenderTexture renderTexture; 
     public Renderer quadRenderer;

     void Start() {
         texture = new Texture2D(renderTexture.width, renderTexture.height);
         quadRenderer.material.mainTexture = texture;
     }

     void Update() {
         RenderTexture.active = renderTexture;
         for (int i = 0; i < renderTexture.width; i++)
             for (int j = 0; j < renderTexture.height; j++)
                 texture.SetPixel(i, j, new Color(0, 0, 1));
         texture.Apply();
         RenderTexture.active = null;
     }
 }

But when I try to do the same thing to a UI panel, changing the Renderer in the above code to a CanvasRenderer, the panel does not display anything.

 public class RenderTextureDrawer : MonoBehaviour {
     public RenderTexture renderTexture; 
     public CanvasRenderer panelRenderer;

     void Start() {
         texture = new Texture2D(renderTexture.width, renderTexture.height);
         panelRenderer.setTexture(texture);
     }

     void Update() {
         RenderTexture.active = renderTexture;
         for (int i = 0; i < renderTexture.width; i++)
             for (int j = 0; j < renderTexture.height; j++)
                 texture.SetPixel(i, j, new Color(0, 0, 1));
         texture.Apply();
         RenderTexture.active = null;
     }
 }

I have created the Panel with a RawImage instead of an image, and the RawImage's texture is a RenderTexture. The script's renderTexture is set to that RenderTexture and the script's panelRenderer is set to the Panel.

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Answer by ro-anders · Dec 10, 2018 at 02:00 PM

Finally figured it out. In line 4 I was getting a reference to the RawImage's CanvasRenderer and in line 7 was trying to set its texture. I should not mess with the CanvasRenderer at all but, instead with the RawImage.

  ...
  public RawImage image;
  void Start() {
      texture = new Texture2D(renderTexture.width, renderTexture.height);
      image.texture = texture.
  }
  ...
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