I’ve already read a bit about it, but maybe I’ve missed something.
Would like to ask is there any way to load .dds textures from external folder. As far as I know I can load external images using www. but this one only supports .jpeg ang .png
What I would like to do is to setup external folder with textures already containing mipmaps, to allow user manually update them just by swappin the .dds file to newer version.
Of course, I could use .png file but there will be a huge amount of high res textures, so importing them everytime using www. will take a lot of time.
I know I could use Asset Bundles, but these are only supported by Pro version, so some of our final customers will not be able to build their own AssetBundle.
Is there any workaround for this ? Caching imported files maybe? Is it possible? Loading .dds file using different way than www. ?
Preparing AssetBundle at RunTime somehow ?
I’ve already tried swapping Resource file (which can be build on free version, right?) and as far this one works for me , but seems bit too complicated, and its not “by the book” solution ![]()
You can use the new Unity 4.3 Texture2D.LoadRawTextureData() method. One way to do this is described here:
Thanks!
we’ll try it ASAP