• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Toji · Nov 19, 2011 at 09:13 PM · textureassetdatabase

"Too many files open" while working with textures

I've got a portion of one of my scripts that iterates through the textures in a scene and writes them out to disk as PNGs. The code to write out the texture is as follows:

 // Mark the texture as readable
 TextureImporter textureImporter = (TextureImporter)AssetImporter.GetAtPath(assetPath);   
 textureImporter.isReadable = true;
 AssetDatabase.ImportAsset(assetPath, ImportAssetOptions.ForceUpdate);

 // Reload the texture after the readable settings have been changed
 Texture2D texture = AssetDatabase.LoadAssetAtPath(assetPath, typeof(Texture2D)) as Texture2D;

 // Force the texture into a usable format (ARGB32)
 Texture2D pngTexture = new Texture2D(texture.width, texture.height);
 pngTexture.SetPixels(texture.GetPixels());

 Byte[] bytes = pngTexture.EncodeToPNG();
 using (FileStream stream = new FileStream(outputPath, FileMode.Create)) 
 {
     stream.Write(bytes, 0, bytes.Length);
     stream.Close();
 }

 // Clean up the temp texture
 DestroyImmediate(pngTexture);

After doing this on only a few textures (I don't know the exact count but it seems pretty low) the script will stop dead and the console displays "Too many files open". After this point, Unity becomes pretty useless and you have to restart to get things back to normal.

This is fairly confusing to me, since I'm taking great care to close any file handles I explicitly open. Really, I shouldn't even need the stream.Close, as the using statement will dispose of the resource anyway. I could understand if the AssetDatabase functions (like LoadAssetAtPath) opened a file handle, but I'm at a complete loss as to how to close said handle if that's the case. Is there something more that I need to be doing to clean up after loading assets, or is Mono just failing to handle files correctly?

Mac OSX 10.6, Unity 3.4 if it matters.

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

The best place to ask and answer questions about development with Unity.

To help users navigate the site we have posted a site navigation guide.

If you are a new user to Unity Answers, check out our FAQ for more information.

Make sure to check out our Knowledge Base for commonly asked Unity questions.

If you are a moderator, see our Moderator Guidelines page.

We are making improvements to UA, see the list of changes.



Follow this Question

Answers Answers and Comments

2 People are following this question.

avatar image avatar image

Related Questions

The name 'Joystick' does not denote a valid type ('not found') 2 Answers

Minimap Camera Question 1 Answer

Lines of code playing multiple times? 1 Answer

Determining which Asset is connected to a GameObject. 3 Answers

How To Change Multiple GameObject's Textures 3 Answers

  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges