Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 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 cariaga · Feb 15, 2014 at 08:38 PM · textureatlaspacktextures

i'm trying to make the packed atlas and use the reacts to get the width and height then apply it to the material how do you do it

keep getting error Array size must be at least width*height? how do you fix it Runtime error

     public Texture2D[] atlasTextures;
     public Rect[] rects;
     public Texture2D atla;
 
     void Start() {
         Texture2D atlas = new Texture2D(8192, 8192);
         rects = atlas.PackTextures(atlasTextures, 2, 8192);
         
         atla = atlas;
         
         
         StartCoroutine(Example());
     }
     
      IEnumerator Example() {    
         for(int i=0 ; i<atlasTextures.Length; i++){
         int x = Mathf.FloorToInt(rects[i].x);
         int y = Mathf.FloorToInt(rects[i].x);
         int width = Mathf.FloorToInt(rects[i].width);
         int height = Mathf.FloorToInt(rects[i].height);
             
         Color[] pix = atla.GetPixels(x, y, width, height);
         Texture2D destTex = new Texture2D(width, height,TextureFormat.ARGB32,false);
                 destTex = atla;
         destTex.SetPixels(pix);
         destTex.Apply();
         renderer.material.mainTexture = destTex;
             yield return new WaitForSeconds(0.5f);
     }
 }
Comment
Add comment · Show 1
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 cariaga · Feb 16, 2014 at 10:22 AM 0
Share

:( no suggestions

1 Reply

· Add your reply
  • Sort: 
avatar image
1

Answer by Aithoneku · Feb 18, 2014 at 01:26 PM

I don't have the time to test this, but I think this might be your problem: rectangles returned by PackTextures() are relative to the size of texture. That means that all it's values are between 0.0f and 1.0f. If size of your sub-texture is smaller then size of the atlas (usually it is), the value is less then 1.0f and by flooring it you get 0. So you probably create empty texture.

You need to multiply all rectangle values (x, y, width, height) by size of the atlas texture.

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

19 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 avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Packing unity textures into atlases 0 Answers

Texture2D.PackTextures() - maximumAtlasSize 1 Answer

SkinnedMeshRenderer offset UVs to match texture atlas? 1 Answer

How To Apply A Texture Atlas For UI Image Objects? 0 Answers

Splatmapping / blending between two textures in an atlas? 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