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Question by bertinerd · Apr 14, 2012 at 06:25 PM · texturebuildexternal-application

External build in order to have have different textures runtime

Hi everybody, I'm quite new to Unity.

For the project I'm doing with my university I need to run some C# code externally from Unity(for different reason) in order to generate some textures and simple parameters.

Then I would like to manipulate the meshes inside unity with the textures and parameters I've created. My external program, once I have the data I need, would call the unity .exe to start the game.

The problem is that, considering that when I run the external program the unity .exe has already been created, it doesn't know the textures and the data.

Is it possible to overcome this problem? For example, I would like to build the game outside of Unity, with some commands I would put in my external program.

Thanks in advance, Luca

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Answer by DaveA · Apr 14, 2012 at 06:56 PM

You could use Sockets. Do a search here for tips on that. Then you'd send things via (local) server.

Or you can use the Windows Registry. Read/write to the same place that PlayerPrefs uses. If that is blocked, use .NET's Registry class to get around it.

Or you can make your Unity part a Web Player, and send data through the web page that contains it via SendMessage and Application.ExternalEval

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