Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 14 Next capture
2021 2022 2023
2 captures
13 Jun 22 - 14 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by chabala · Mar 08, 2013 at 05:14 PM · textureresourcesbatchingassetdatabasecompression

How do I change the compression format of all my texture atlases?

I am trying to change the compression of all my texture atlases to PVRTC_RGBA4 so that I don't have to do them one by one. Here is my code:

                 if( !file.EndsWith( ".meta" ) )
                 {
                     string path = "Assets/Resources/Bundles/" + Path.GetFileName(bundle) + "/Atlases/" + Path.GetFileName(file);
                     tex2D = (Texture2D)Resources.LoadAssetAtPath( path, typeof(Texture2D) );
                     PostprocessTexture( tex2D );
                 }

I get no errors and it pops out what I expect from the last Debug.Log, but it doesn't actually seem to do the compression when I look at the atlas in the inspector. I have also tried using AssetDatabase instead of Resources but that didn't seem to do much of anything.

What am I doing wrong? Or what am I missing?

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

2 Replies

· Add your reply
  • Sort: 
avatar image
4
Best Answer

Answer by chabala · Mar 08, 2013 at 08:08 PM

I figured out my own question. I should have been reimporting the image instead of trying to change the compression on the file. Here is my updated code:

                 if( file.EndsWith( ".png" ) || file.EndsWith( ".tga" ) )
                 {
                     string path = "Assets/Resources/Bundles/" + Path.GetFileName(bundle) + "/Atlases/" + Path.GetFileName(file);
                     tex2D = (Texture2D)AssetDatabase.LoadAssetAtPath( path, typeof(Texture2D) );
                     TextureImporter importer = ( TextureImporter ) TextureImporter.GetAtPath ( path );
                     importer.textureType     = TextureImporterType.Advanced;
                     importer.npotScale         = TextureImporterNPOTScale.None;
                     importer.textureFormat     = TextureImporterFormat.PVRTC_RGBA4;
                     importer.wrapMode        = TextureWrapMode.Clamp;
                     importer.isReadable     = true;
                     importer.mipmapEnabled     = false;
                     importer.maxTextureSize = 4096;
                     
                     AssetDatabase.ImportAsset( path );
                 }
Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image KainAsylum · Jun 24, 2014 at 07:20 AM 0
Share

Thank you, chabala. You rock!

avatar image
0

Answer by NeverTrustShadows · Oct 26, 2021 at 01:50 PM

This is no longer valid form of update. Most of the properties are obsolete.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

12 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

ridiculous load time using Resources.Load() on android build 0 Answers

3D Texture Atlas, need a rock solid tool 0 Answers

Is there a behind the scenes texture atlas? 2 Answers

What is the fastest shader? 2 Answers

"Too many files open" while working with textures 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges