Unity where to save downloaded texture files






















This site uses strictly necessary cookies. More Information X. Ask a question. Bellow you can find my code and thanks in advance: using UnityEngine; using System. Point; texture. Clamp; texture. SetPixels colourMap ; texture. Lerp Color. Add comment. Log bytes. Note: Specific platforms may impose maximum Texture dimension sizes.

For DirectX, the maximum Texture sizes for different feature levels are as follows:. Mip maps are lists of progressively smaller versions of an image. When a texture uses mip maps, Unity automatically uses a smaller version of the texture when it is far away from the Camera A component which creates an image of a particular viewpoint in your scene.

The output is either drawn to the screen or captured as a texture. This reduces the performance cost of rendering The process of drawing graphics to the screen or to a render texture. By default, the main camera in Unity renders its view to the screen. More info See in Glossary the texture, without noticeable loss of detail. Mip maps can also reduce texture aliasing and shimmering.

You should not use it on textures whose distance from the Camera will not change, such as textures used for UI User Interface Allows a user to interact with your application. More info See in Glossary , skyboxes, and so on.

You can control the way that Unity loads mipmaps at runtime using Mip Map Streaming. Normal maps are used by normal map Shaders to make low-polygon models look as if they contain more detail. Unity uses normal maps encoded as RGB images. You also have the option to generate a normal map from a grayscale height map image. An alpha map is a Texture that contains only alpha information. You can use an alpha map to apply varying levels of transparency to a Material.

You can create an alpha map by creating a Texture with information in the alpha channel, or by creating a grayscale Texture and converting the grayscale values to alpha in Unity. Joined: Jun 7, Posts: 7, Jessy , Sep 11, Ok the scenario is this: I have enabled the user create a texture.

There is a button to save this texture. So when the user clicks the save button I want to be able to save the texture as an asset - then reload the texture and then analyse the data held in this texture.

So I would use AssetDatabase. CreateAsset Can this be used at run time? Cant I save the data to an enternal file - XML - then reload it? Joined: Apr 5, Posts: 26,



0コメント

  • 1000 / 1000