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Question by dyamanoha · Jul 29, 2012 at 07:58 PM · editornulldecal

_DecalTex is null when deployed, valid in editor

I've built a small sprite animation system that depends on a reference to a material using the decal shader.

The strange thing is that the animations all work perfectly fine in the editor, however as soon as I try to run the animations in the deployed version of the project, the texture is suddenly missing from the material, but the atlas shows up still on the quad (What?).

These images should hopefully clarify what I mean.
In editor (Correct): http://static.inky.ws/image/2490/image.jpg
Deployed (Incorrect): http://static.inky.ws/image/2489/image.jpg

Details
In the Start method for the script that is responsible for animating the quad, I attempt to cache a reference to the texture from the decal material.

 this.texture = this.animatedSpriteInfo.texture.GetTexture("_DecalTex");
 Debug.Log("!!! this.texture " + this.texture);

Here, this.animatedSpriteInfo.texture is of type Material. A strange part of the mystery is that the web deployed log has this:

 Platform assembly: 
 ...
 !!! this.texture 
 UnityEngine.Debug:Internal_Log(Int32, String, Object)
 UnityEngine.Debug:Log(Object)
 AnimatedSprite:Start()

And when run from within the editor,

 !!! this.texture Explosions (UnityEngine.Texture2D)
 UnityEngine.Debug:Log(Object)
 AnimatedSprite:Start() (at Assets/source/Animation/AnimatedSprite.cs:25)

Ok... so my explosion decal material's decal texture is null... only when deployed... yet it still shows up on screen in the web player as the texture atlas?

I've tried rebuilding some of the relationships between the material and textures within the prefab but nothing seems to resolve the issue. Maybe textures aren't completely loaded by the time Start() is invoked? I'm at a bit of a loss, any help is greatly appreciated. Thanks ahead of time :)

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Answer by dyamanoha · Jul 30, 2012 at 07:01 PM

I wasn't able to come up with a solution, but a suitable workaround is to duplicate the texture information on the game object so you have access to it.

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