unity 2d image render from script

Hii, I am working on one project in which I want to randomly display wallpapers from API. in that project I set one random. range the select one random number and on that number, all data and wallpaper are rendered in unity. I can do and the data get displayed but I can’t get images.
Does anyone help me with this?

I can able to display one wallpaper from this script but i cant able to display random wallpaper from API URLs

Here is my code:

public class imageRender : MonoBehaviour
{
public string TextureURL ;
// instance the script

public static imageRender instance;
//for wallpaper id
public int randomwallpaperid;
//refernce from api

public string Artistname;
public string Descrption;
public string urls;
public string tmpName = “Temp name”;
public string Titles;

public Text titleendered;
public Text artistrenderer;
public Text descrptionrendered;

private void Start()
{

instance = this;

StartCoroutine(DownloadImage(TextureURL));
}
public void Update()
{

randomiD();

}
void randomiD()
{

randomwallpaperid = Random.Range(0, 495);
}

public void wallpaperdetailsgetin()
{

wallpaperdetails walldetils = new wallpaperdetails()
{

wallpaper_id = randomwallpaperid,

};
StartCoroutine(wallpaperdatasync(walldetils));

Debug.Log(walldetils.wallpaper_id);

}

public IEnumerator wallpaperdatasync(wallpaperdetails wallpapdetails )
{

WWWForm form = new WWWForm();
form.AddField(“wallpaper_id”, randomwallpaperid);

using (UnityWebRequest wallpaperwebrequest = UnityWebRequest.Post(“Xenbu”, form))
{
yield return wallpaperwebrequest.SendWebRequest();

if (wallpaperwebrequest.result != UnityWebRequest.Result.Success)
{
Debug.Log(wallpaperwebrequest.error);
}
else
{
SceneManager.LoadScene(“imagescene”);

var jsonString = wallpaperwebrequest.downloadHandler.text;
Debug.Log(jsonString);

Debug.Log("data get " + wallpaperwebrequest.downloadHandler.text);
var user1 = JsonConvert.DeserializeObject(wallpaperwebrequest.downloadHandler.text);

Debug.Log(user1.message);
Debug.Log(user1.data.title);
Titles = user1.data.title;
Artistname = user1.data.artist_name;
Descrption = user1.data.description;

titleendered.text = Titles;
artistrenderer.text = Artistname;
descrptionrendered.text = Descrption;
urls = user1.data.url;
// Debug.Log(user1.data.free_url);

//Debug.Log(Titles);
// Debug.Log(Artistname);
// Debug.Log(Descrption);

// Debug.Log(user1.data);

}

}
}
IEnumerator DownloadImage(string MediaUrl)
{
Debug.Log(urls);

UnityWebRequest request = UnityWebRequestTexture.GetTexture(MediaUrl);
yield return request.SendWebRequest();
if (request.isNetworkError || request.isHttpError)
Debug.Log(request.error);
else
{
Texture2D webTexture = ((DownloadHandlerTexture)request.downloadHandler).texture as Texture2D;
Sprite webSprite = SpriteFromTexture2D(webTexture);
gameObject.GetComponent().sprite = webSprite;
}
}

Sprite SpriteFromTexture2D(Texture2D texture)
{
return Sprite.Create(texture, new Rect(0.0f, 0.0f, texture.width, texture.height), new Vector2(0.5f, 0.5f), 100.0f);
}

}

Please don’t post code as plain-text. As I mentioned previously, here’s how to post code on the forums: Using code tags properly (you can edit your posts too).

Note, it’s courteous to reply when someone responds to you as I did here . :wink:

can you provide me with an example of how I can solve my problem?

Code Tags.

I’m not sure how you expect other devs to be able to debug a wall of plain-text. You don’t indicate specifically what part isn’t working. “Cannot get a random wallpaper” is a high-level description.

What debugging have you done, what specifically is going wrong and where?

I’ll move your post to the Scripting forum.

First, keep this in mind:

NOBODY here is going to read your code unless you format it properly.

If you post a code snippet, ALWAYS USE CODE TAGS:

How to use code tags: Using code tags properly

Also, staring at code you don’t understand is rarely helpful.

Instead, here is how to begin debugging your code:

You must find a way to get the information you need in order to reason about what the problem is.

Once you understand what the problem is, you may begin to reason about a solution to the problem.

What is often happening in these cases is one of the following:

  • the code you think is executing is not actually executing at all
  • the code is executing far EARLIER or LATER than you think
  • the code is executing far LESS OFTEN than you think
  • the code is executing far MORE OFTEN than you think
  • the code is executing on another GameObject than you think it is
  • you’re getting an error or warning and you haven’t noticed it in the console window

To help gain more insight into your problem, I recommend liberally sprinkling Debug.Log() statements through your code to display information in realtime.

Doing this should help you answer these types of questions:

  • is this code even running? which parts are running? how often does it run? what order does it run in?
  • what are the values of the variables involved? Are they initialized? Are the values reasonable?
  • are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

Knowing this information will help you reason about the behavior you are seeing.

You can also supply a second argument to Debug.Log() and when you click the message, it will highlight the object in scene, such as Debug.Log("Problem!",this);

If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.

You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.

You could also just display various important quantities in UI Text elements to watch them change as you play the game.

If you are running a mobile device you can also view the console output. Google for how on your particular mobile target, such as this answer or iOS: How To - Capturing Device Logs on iOS or this answer for Android: How To - Capturing Device Logs on Android

Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

Here’s an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

When in doubt, print it out!™

Note: the print() function is an alias for Debug.Log() provided by the MonoBehaviour class.

using UnityEngine;
using UnityEngine.UI;
using System.Collections.Generic;
using System.Collections;
using UnityEngine.Networking;
using Newtonsoft.Json;
using UnityEngine.SceneManagement;
public class imageRender : MonoBehaviour
{
    public string TextureURL ;
    // instance the script
  
    public static imageRender instance;
    //for wallpaper id
    public int randomwallpaperid;
    //refernce from api

    public string Artistname;
    public string Descrption;
    public string urls;
    public string tmpName = "Temp name";
    public string Titles;

    public Text titleendered;
    public Text artistrenderer;
    public Text descrptionrendered;

    private void Start()
    {

        instance = this;
     
       //StartCoroutine(DownloadImage(TextureURL));
    }
    public void Update()
    {

        randomiD();

    }
    void randomiD()
    {
       
        randomwallpaperid = Random.Range(0, 495);
    }
   
    public void wallpaperdetailsgetin()
    {


        wallpaperdetails walldetils = new wallpaperdetails()
        {
           
            wallpaper_id = randomwallpaperid,
       


    };
        StartCoroutine(wallpaperdatasync(walldetils));
     

        Debug.Log(walldetils.wallpaper_id);

    }

    public IEnumerator wallpaperdatasync(wallpaperdetails wallpapdetails )
    {

        WWWForm form = new WWWForm();
        form.AddField("wallpaper_id", randomwallpaperid);

        using (UnityWebRequest wallpaperwebrequest = UnityWebRequest.Post("https://xenbuart.com/beta/api/wallpaper-details", form))
        {
            yield return wallpaperwebrequest.SendWebRequest();


            if (wallpaperwebrequest.result != UnityWebRequest.Result.Success)
            {
                Debug.Log(wallpaperwebrequest.error);
            }
            else
            {
                SceneManager.LoadScene("imagescene");



                var jsonString = wallpaperwebrequest.downloadHandler.text;
                Debug.Log(jsonString);


                Debug.Log("data get " + wallpaperwebrequest.downloadHandler.text);
                var user1 = JsonConvert.DeserializeObject<wallpaperdata>(wallpaperwebrequest.downloadHandler.text);

              
                Debug.Log(user1.message);
                Debug.Log(user1.data.title);
                Titles = user1.data.title;
                Artistname = user1.data.artist_name;
                Descrption = user1.data.description;

                titleendered.text = Titles;
                artistrenderer.text = Artistname;
                descrptionrendered.text = Descrption;
                urls = user1.data.url;
               // Debug.Log(user1.data.free_url);


                //Debug.Log(Titles);
                // Debug.Log(Artistname);
                // Debug.Log(Descrption);

                // Debug.Log(user1.data);


               
            }
        
        }
    }

I am not getting errors I can not know how to randomly display wallpaper from API in unity 2d. In my API it can load data about wallpaper I can load data from this in unity but I can’t able to load a wallpaper from a URL in unity.