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Question by grisungen · Oct 23, 2015 at 02:28 PM · c#spriteimageuser interface

Programatically creating and setting UI image

So I have an image in my ui. At the moment I am just trying to get it to be white. The code is as following:

 UnityEngine.UI.Image image;
     void Update () {
         Color[] colors = new Color[50*200];
         for(int j = 0; j < 200; j++){
             for(int i = 0; i < 50; i++){
                 colors[i*j]= Color.white;
             }
         }
         Texture2D t = new Texture2D(50,200);
         t.SetPixels(colors);
         image.sprite = Sprite.Create(t,new Rect(0,0,50,200), new Vector2(.5f,.5f));
     }


I'd expect this to create a white image, but I get the following result(ignore the green object): alt text

The pixels seem kind of scattered, and I can't get it to work right. What should i do? What am I doing wrong?

wrong.png (7.6 kB)
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avatar image saschandroid · Oct 27, 2015 at 08:03 AM 0
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First thing is: You really shouldn't do this in the Update() function as you are creating a new Color array and Texture2D at EVERY frame. Second: Have you tried to use t.Apply() ?

avatar image grisungen saschandroid · Oct 27, 2015 at 08:52 AM 0
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Thanks for the advice! I have tried using t.Apply(), but it doesn't change anything at all. Everything looks the same.

avatar image saschandroid grisungen · Oct 27, 2015 at 09:54 AM 0
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Oops ... just saw it: your index calculation is wrong [i*j]. If j == 0 in the first loop you're setting colors[0] 50x times ( 0*0, 1*0, 2*0, ... ). It's colors[j*50 + i]

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