I’ve had much success loading png files at runtime, but am running into problems when trying to load PSD textures[same exact directory/name except for a .psd extension] in the same manner.
public void ReloadTexture()
{
string fileLocation = "file://C://Users//xxx//Desktop//skins//metal_a.png";
StartCoroutine(WaitforWww(fileLocation));
}
IEnumerator WaitforWww(string fileLocation)
{
WWW www = new WWW(fileLocation);
yield return www;
Texture tex2d = (Texture)www.texture;
Debug.Log(tex2d.GetType());
MaterialManager.SMaterialManager.humanMaterial.mainTexture = tex2d;
}
This code runs exactly as expected, however if I change the fileLocation to point to metal_1.psd, I get a white/red question mark as the texture that’s loaded into my material.
Do I need to handle psd files differently? Most of my research shows that I do not, but I cannot get a psd file to load with the same code that is successful with a png.
Thoughts?