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Question by Noxury · Mar 23, 2016 at 10:30 PM · imagefilestandalonesystem.iowrite data

Create image-file from resources image

Hello,

I am working on an leveleditor for standalone, where each level can have a picture. An example level is created, if the editor does not contain any levels, consisting of a txt file for the coordinates of the elements and the image from the resources-folder:

 void CreateExample(){
   if(!Directory.Exists(Application.dataPath+"/Resources/Levels/") || 
 !File.Exists(Application.dataPath+"/Resources/Levels/Example.txt")){
         Directory.CreateDirectory(Application.dataPath+"/Resources/Levels/");
         string exampleLevel = "0:Corridore:(-1.0, 0.0, -1.0):(0.0, 0.0, 0.0)";
         File.WriteAllText(Application.dataPath+"/Resources/Levels/Example.txt",exampleLevel);
             
         Texture2D exampleImage = Resources.Load("Levels/Example.jpg") as Texture2D;
         byte[] bytes = exampleImage.EncodeToJPG(100);
         BinaryWriter binary = new BinaryWriter(bytes);
         File fileImage = File.Open(Application.dataPath+"/Resources/Levels/Example.jpg", FileMode.Create);
         binary.Write(fileImage);
         fileImage.Close();
             
         PlayerPrefs.SetString("Levelname", "Example");    
     }
 }

But there are some big errors when it's trying to write the image-file.

error CS0723: `fileImage': cannot declare variables of static types

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Answer by saschandroid · Mar 24, 2016 at 06:46 AM

Like File.WriteAllText you could use File.WriteAllBytes:

 byte[] bytes = exampleImage.EncodeToJPG(100);
 File.WriteAllBytes(Application.dataPath+"/Resources/Levels/Example.jpg", bytes);

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avatar image Noxury · Mar 24, 2016 at 07:17 PM 0
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Thanks, but now it there is a NullReference Exception in the line where the bytes array is declared. It seems the texture2D could not be loaded although it is existing.

avatar image saschandroid Noxury · Mar 25, 2016 at 08:29 AM 0
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If you load from Resources, "extensions must be omitted." Have you done that?

avatar image Noxury saschandroid · Mar 25, 2016 at 08:45 PM 0
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hmm if I omit the extension I get an error because there is a txt file with the same name. If I store them in a different folder to avoid the inconsistency I get an Exeption: Texture "Name" is not readable, the texture memory can not be accessed from scripts. You can make the texture readable in the texture import settings.

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