So, I am using Resources.Load() to load a texture into a standalone application at runtime. My understanding was that this texture would come in fresh and could be used in the project, the key term there is fresh. Now, if I exit out of the game alter the texture and run the game again, the updated texture is not reflected and the original texture is what is present.
Is this expected functionality? If so, is there a way with a standalone to load truly external textures?
Thanks for the input but I don’t think I phrased the question properly.
I also don’t think I am understanding what Resources.Load() is exactly doing. My thought was using Resources.Load() I could load an external texture that may not be included in the project at runtime. I am guessing my thought is wrong about this but that the items are a part of the project just not part of the hierarchy.
If this is the case, is there a way to load external textures at runtime for a standalone application.
If someone has a pressing need for this, simply include the textures in a raw format (a series of RGB values for example), and then load them by using System.IO.File and the procedural texture interface:
Is there a way to store Textures/Assets dowloaded with the WWW class in the “Resources Directory” of a compiled unity app, or other location, that would be accesable via script at runtime.
I would like to :
if(!texture) {
Resources.Load(“texturename”);
}
if(!texture) { // if not found in resources
www = WWW(“http://urlOfTexture”);
texture = www.texture;
}
At this point I would like to “cache” the texture in the resources directory
so when the script runs again the texture will be found in the resources.
That would be cool. Now say you wanted to change the WWW texture2d, you might want to be able to copy over and delete the origionally downloaded texture too.
I sooo hope loading textures from a local HD will be a Unity1x release…?
AC