I have a number of files that I need to embed into my application without modification (target platform is Android). I have Unity Pro.
At runtime the files need to be transferred to another device that I connect to using Bluetooth.
The files contain raw graphics in a custom format - the format is quite close to tiff but not quite tiff. I have no use for anything but the raw content of the file as a byte array.
I have 129 of these files - I have renamed the extension for all of them to .bytes (which should be supported by TextAsset) and put them in a Resources folder inside my Assets folder and load them using Resources.Load(path).
This works for 59 of them - they come back as TextAsset from which I can get the content of the resource as byte. But the remaining files I get as Texture2D??
According to the online manual Texture2D has a GetRawTextureData that should give me the byte array - but sadly this method is NOT available in Unity 4.6.7 and gives me a compile error if I try to use it. Unity - Scripting API: Texture2D.GetRawTextureData
I don’t ever want my files back as Texture2D - is there a way to force Resources.Load to give me a TextAsset?
Is there a backwards compatible way of getting the byte data for a Texture2D?
I only need the byte with the file contents - so other ways of doing just that for a Resource is most welcome.