Texture 2D temp = new Texture2D(0,0);
WWW www = new WWW(pathtofile); //“pathtofile” references to a .png file.
yield return www;
temp = www.texture;
sprite = Sprite.Create(temp, new Rect(0,0,temp.width, temp.height), new Vector2(0.5f,0.5f));
Why this code works on OS X, but it doesn’t on IOS?
When i try to load this sprite on OS X - it seems ok, but on IOS i see a small question mark.
Could someone explain me - why?
And this on the other hand works on IOS but is awfully slow:
byte[] imgdata = System.IO.File.ReadAllBytes(pathtofile);
temp.LoadImage(imgdata);
sprite = Sprite.Create(temp, new Rect(0,0,temp.width, temp.height), new Vector2(0.5f,0.5f));
Btw - if i am correct the core of the problem is the texture format - but I have no idea how to work around that. I’ve also tried www.LoadImageIntoTexture(temp) but to no avail.
I have also noticed that the code to load sprite via WWW returns ARGB32 format, but on IOS its RGB24 and the sprite doesn’t show. What can I do with this?