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Question by sdgd · Feb 09, 2013 at 03:48 PM · unityeditorwhydoes

why does using UnityEditor exist?

if I understand correctly from all Q/A I read

I just can't use using UnityEditor to build the game

so why does it exist if we cannot use it?

like the bulldog that wants to eat food through glass

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Answer by Dave-Carlile · Feb 09, 2013 at 03:52 PM

The UnityEditor namespace is for creating customized editing tools within the Unity editor. Most of the game play functionality is in the UnityEngine namespace.

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avatar image sdgd · Feb 09, 2013 at 04:01 PM 0
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dang how do I do this in game play than

                 TextureImporter tImporter = AssetImporter.GetAtPath(texture) as TextureImporter;
                 if(tImporter == null) {Debug.Log("ERROR $$anonymous$$ain$$anonymous$$enu OptionsVideoTextureResolution texture not found: " + texture);}
                 if(tImporter != null) {
                     tImporter.mipmapEnabled = true;
                     tImporter.isReadable = true;
                     tImporter.maxTextureSize = res;
                     AssetDatabase.ImportAsset(texture, ImportAssetOptions.ForceUpdate );

I don't want to make 10 textures for each texture I wanted to make player to choose texture $$anonymous$$ax Size from 2pixles to 1024

yeah why 2 because if he really has BAD PC he can still play it

avatar image DaveA · Feb 09, 2013 at 04:38 PM 1
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During game play, you would GetPixels and do the image processing yourself

avatar image DaveA · Feb 09, 2013 at 04:39 PM 0
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Also if your target machine has those limits, set that in the Inspector. Though I would have thought that Unity would detect hardware limits and choose the appropriate mipmap...

avatar image sdgd · Feb 09, 2013 at 07:28 PM 0
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thanks Yoda you are helpful again on the kinda same subject

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