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Apply Texture from AssetBundle

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I want to store the Textures (and Sprites) in my project externally then apply them when the Apps running. I tested with downloading each from a URL and applying them and that worked in a simple capacity but it was too much for the device when I tried to load all the Textures from their own unique URL. So I thought the next logical step would be to bundle them together load them from an AssetBundle. So I exported my bundle of Textures then applied the following script to each object that requires a Texture. The url is my Desktop (where the AssetBundle sits) and the assetName is assigned in the Inspector (as each is different): using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using System.IO; public class LoadTex : MonoBehaviour { private string url = "MY_DESKTOP_URL"; public string assetName; IEnumerator Start() { WWW www = new WWW(url); yield return (www); AssetBundle assetBundle = www.assetBundle; Texture tex = assetBundle.LoadAsset (assetName); Renderer renderer = GetComponent (); renderer.material.mainTexture = tex; } } I don't get an error message in the Editor, but when I go into Play Mode I get the following errors: You are trying to load data from a www stream which had the following error when downloading. Error UnityEngine.WWW:get_assetBundle() c__Iterator0:MoveNext() (at Assets/Scripts/LoadTex.cs:18) UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) NullReferenceException: Object reference not set to an instance of an object LoadTex+c__Iterator0.MoveNext () (at Assets/Scripts/LoadTex.cs:22) UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) (at /Users/builduser/buildslave/unity/build/Runtime/Export/Coroutines.cs:17) Can anyone help me out with this?

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