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1
Question by refsus · Jun 04, 2015 at 04:28 AM · crashwebcamtextureloadimage

loadImage texture crash on android

Hi people, I have a problem with load an image from webcam. First I have a webcam that capture image like camera phone. Then I want to display that photo into plane at another scene. But when I try to display an image, my app always crash. The image save on asset folder (android/data/mycomm/files/image.png). Please help me...

Here's my code

First Scene

 using UnityEngine;
 using System.Collections;
 using System.IO;
 
 public class Satu : MonoBehaviour
 {
     WebCamTexture webCamTexture;
     string deviceName="";
     bool isPhoto;
     float TimerPhoto;
 
     string fileName = "";
     string path = "";
 
     public Texture2D heightmap;
     public Vector3 size = new Vector3(100, 10, 100);
 
     void Start()
     {
         isPhoto = false;
         TimerPhoto = 0;
         WebCamDevice[] devices = WebCamTexture.devices;
         deviceName = devices[0].name;
         webCamTexture = new WebCamTexture(deviceName, 400, 300, 12);
         renderer.material.mainTexture = webCamTexture;
         webCamTexture.Play();
     }
 
     // Update is called once per frame
     void Update()
     {
         if (isPhoto)
         {
             TimerPhoto += Time.deltaTime;
             if (TimerPhoto > 5)
             {
                 Application.LoadLevel("2");
                 TimerPhoto = 0;
                 isPhoto = false;
             }
         }
     }
 
     void OnGUI()
     {
         if (GUI.Button(new Rect(0, 0, 100, 50), "Capture"))
         {
             fileName = "image.png";
             TakePhoto();
             Debug.Log(path);
             isPhoto = true;
         }
 
     }
 
     void TakePhoto()
     {
         Texture2D snap = new Texture2D(webCamTexture.width, webCamTexture.height, TextureFormat.RGB24, false);
         snap.SetPixels(webCamTexture.GetPixels());
         snap.Apply();
 
         System.IO.File.WriteAllBytes(Application.persistentDataPath + "/image.png", snap.EncodeToPNG());
     }
 }
 

And the second scene for loadimage

 using UnityEngine;
 using System.Collections;
 using System.IO;
 
 public class Dua : MonoBehaviour {
 
 
     void Start()
     {
         StartCoroutine(Show());
     }
     
     // Update is called once per frame
     void Update () {
     
     }
 
 
     IEnumerator Show()
     {
         yield return new WaitForEndOfFrame();
         string FileName = Application.persistentDataPath + "/image.png";
         byte[] bytes = File.ReadAllBytes(FileName);
         Texture2D tex = new Texture2D(320, 420);
         tex.LoadImage(bytes);
 
         renderer.material.mainTexture = tex;
 
         yield return null;
     }
 }


thank you very much

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