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Question by EthanHooper1023 · Apr 26, 2020 at 05:52 AM · texture2dwebrequestpixelsgetpixels

Texture2D.GetPixels().Length is smaller on iOS build than in Editor

Hello, I am using the paintcraft asset from the asset store. I want to combine the region texture with the outline texture so I retrieve the region texture from the files and merge them one pixel at a time with the outline texture. On iOS the region texture.GetPixels().Length is smaller on iOS than in the editor.


I tried to make them completely uncompressed and there was no change.

Here is my code below

 public void SaveImageAsync() {
         if (canvasController.OutlineTexture != null && canvasController.RegionTexture != null)
         {
             tempOutline = new Texture2D(OutlineTex.width, OutlineTex.height, OutlineTex.format, false);
             tempRegion = new Texture2D(RegionTex.width, RegionTex.height, RegionTex.format, false);
 
             Graphics.CopyTexture(OutlineTex, 0, 0, tempOutline, 0, 0);
 
             if (File.Exists(SaveFilePath) && !string.IsNullOrEmpty(currentPage.name))
             {
                 StartCoroutine(LoadTexture());
             }
         }
     }
 
     private IEnumerator LoadTexture() 
     {
         UnityWebRequest uwr = UnityWebRequestTexture.GetTexture("file://" + SaveFilePath);
 
         yield return uwr.SendWebRequest();
 
         if (uwr.isNetworkError || uwr.isHttpError)
         {
             Debug.Log(uwr.error);
         }
         else
         {
             // Get downloaded asset bundle
             tempRegion = DownloadHandlerTexture.GetContent(uwr);
             tempRegion.Apply();
         }
 
         Texture2D mergedTex = MergeTexture(tempRegion, tempOutline);
 
         //Save image merged image
         NativeGallery.SaveImageToGallery(mergedTex.EncodeToPNG(), "Album Name", currentPage.UniqueId + ".png");
     }
 
     public Texture2D MergeTexture(Texture2D region, Texture2D outline)
     {
         var cols1 = (region as Texture2D).GetPixels();
         var cols2 = (outline as Texture2D).GetPixels();
 
         for (int i = 0; i < cols1.Length; i++)
         {
             //If the image isn't transparent
             if (cols2[i].a != 0)
             {
                 //Color Multiply
                 cols1[i] *= cols2[i];
             }
         }
 
         (region as Texture2D).SetPixels(cols1);
         (region as Texture2D).Apply();
         return (region as Texture2D);
     }
 

Below is what the image links like in the editor(Correct) vs what it looks like on iOS(Super messed up) CorrectUnicorn MessedUpUnicorn

unicorncorrect.png (131.8 kB)
unicornmessedup.png (213.7 kB)
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