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Question by zachwuzhere · Nov 26, 2017 at 06:05 AM · assetdatabase

Created Texture asset not working!?

First of I am blurring a texture and then saving it in a "temp" var and outputting it onto a plane 's material. But, when I try to save the new texture as an asset, it gives me this error...

   Texture2D temp = BlurImage(ReturnCopyOfTexture(editedTexture)); //Blur the image and save it here
   this.GetComponentInChildren<Renderer>().material.mainTexture  = temp; //set the texture on the plane

   AssetDatabase.CreateAsset(temp, "Assets/Shaders/TestMap/bluredImg.png");
   AssetDatabase.Refresh();
                         

alt text

Why is this not working? How can I save a texture as an asset?

whyunitywhy.png (10.1 kB)
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Answer by zachwuzhere · Nov 26, 2017 at 07:42 PM

I must be so *** stupid... duh I should have known that you need to copy an asset to a different path and then load it into a Texture var and cast it to a Texture2D, Like this...

 string NewAssetPath =  "Assets/Shaders/TestMap/"+Tex.name+"_Final.png";
 AssetDatabase.CopyAsset("Assets/Shaders/TestMap/"+Tex.name+".png", NewAssetPath);
 Texture2D copiedTex = AssetDatabase.LoadAssetAtPath(NewAssetPath, typeof(Texture2D)) as Texture2D;

Instead of using...

 AssetDatabase.CreateAsset(ObjectToSaveAsAsset, NameofPathHere);

Because that makes no logical sense at all! Thank you everybody for your help!

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