![]() Public static T GetSubAssets(UnityEngine.Object allAssets) where T : classįor (int i = 0 i < allAssets. To extract the sprite from the returned array use a helper function, e.g … public static T GetSubAsset(UnityEngine.Object allAssets) where T : class LoadAssetWithSubAssets just loads the single asset you’ve requested (and any embedded sub assets). Note, to be clear AssetBundle.LoadAllAssets() is different and probably not what you want, that loads all assets in the bundle into memory. Sprites are considered sub assets of the main asset (png, jpg etc), Unity encodes the details in the meta file - it does this for all assets that arrive in native format. The texture also has to have Is Readable flag set in the import settings. This function works only on uncompressed, non-HDR texture formats. You can write them to disk to get the PNG file, send them over the network, etc. The returned byte array is the PNG 'file'. Same applies when using Resources - the method there is called LoadAllAssetsAtPath. Description Encodes this texture into PNG format. I had the same issue, the solution is to use LoadAssetWithSubAssets or the async version. ![]() Waking this up with an actual answer (and Ignoring the slightly patronising one above.)
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