This is a fairly normal predicament to run into, so don’t worry. Many people have been unclear on this in the beginning.
First, just to make it clear what’s happening, you don’t directly apply the Texture to anything. You apply the Texture to the Material (for example, generally under the “Albedo” section of the Standard Shader, which you’ll see upon creating a new Material), then you apply that Material to your 3D object.
That may sound a little unintuitive at first, but to understand why it’s done this way, let’s take a quick look at what happens behind the scenes:
In order for the computer to draw the 3D object, it’s sending information to the video card and basically saying “Hey, draw this!” Well, the video card has to make sense of it first. That’s what the Shader is for. The Shader tells the video card “When you’re drawing something, draw it like this” and gives a huge number of instructions to the video card saying how to draw it.
Finally, this is where the Material comes into play. The material is there to take the Shader, which says how to draw something, and and the Texture, the thing to be drawn, and combine them. This way, you can reuse the Shaders without needing a different version for every Texture used with them.
So, in a nutshell, a Material will do what you’re looking to do. You add your Texture to the Material, then put the Material on the 3D object to display it using the Shader.
Further, in your case, the Material already has a Shader applied to it when it’s created, so you only need to add the Texture at that point.
I see the texture in the material preview when applied to Albedo, but it is not reflected in the scene edit or game preview windows?
– Krahazik