Hi, is there a way to get a warning if the Read/Write checkbox has not been checked when trying to read a texture running in the editor? Right now the problem only shows up in builds.
In Unity, attempting to access a texture’s pixel data without enabling the Read/Write Enabled setting can lead to issues, especially noticeable in builds. To ensure this setting is correctly configured during development, you can implement a script that checks the isReadable
property of your textures within the Unity Editor. Here’s how you can set up such a check:
- Create an Editor Script:
- In your Unity project, navigate to the Assets folder.
- Create a new folder named Editor if it doesn’t already exist.
- Inside the Editor folder, create a C# script, for example,
TextureReadabilityChecker.cs
.
- Implement the Script:
- Open the script in your preferred code editor.
- Replace its contents with the following code:
csharp
Copy code
using UnityEngine;
using UnityEditor;
public class TextureReadabilityChecker : EditorWindow
{
[MenuItem("Tools/Check Textures Read/Write Enabled")]
public static void ShowWindow()
{
GetWindow<TextureReadabilityChecker>("Texture Readability Checker");
}
private void OnGUI()
{
if (GUILayout.Button("Check All Textures"))
{
CheckAllTextures();
}
}
private void CheckAllTextures()
{
string[] guids = AssetDatabase.FindAssets("t:Texture2D");
foreach (string guid in guids)
{
string path = AssetDatabase.GUIDToAssetPath(guid);
TextureImporter importer = AssetImporter.GetAtPath(path) as TextureImporter;
if (importer != null && !importer.isReadable)
{
Debug.LogWarning($"Texture at path '{path}' has Read/Write Enabled set to false.", AssetDatabase.LoadAssetAtPath<Texture2D>(path));
}
}
Debug.Log("Texture readability check completed.");
}
}
- How It Works:
- This script adds a new menu item under Tools named Check Textures Read/Write Enabled.
- When you click this menu item, it opens a window with a button labeled Check All Textures.
- Upon clicking the button, the script searches for all
Texture2D
assets in your project. - It checks each texture’s importer settings to determine if Read/Write Enabled is set to
false
. - If a texture is found with this setting disabled, a warning is logged in the Console, indicating the texture’s path.
- Usage:
- In Unity, go to Tools > Check Textures Read/Write Enabled.
- In the window that appears, click Check All Textures.
- Review the Console for any warnings about textures that have Read/Write Enabled set to
false
.
Note: Enabling Read/Write Enabled increases memory usage. Therefore, ensure it’s enabled only for textures that require CPU access. For more information on the isReadable
property, refer to Unity’s official documentation.
By incorporating this editor script into your workflow, you can proactively identify and address textures that may cause issues in builds due to their Read/Write Enabled setting being disabled.
Thanks for you reply.
The thing is we have thousands of textures that we don’t want to enable read/write on, and only in a few occasions we need it. So it would be nice if the editor could give a warning when trying to access a texture without read/write checked.