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Question by Aubrey-Falconer · Feb 13, 2011 at 04:19 AM · javascripttypecasting

How to enable texture reading using TextureImporter in an EditorScript?

The following code worked great until I upgraded to Unity 3.2, and now it gives a "InvalidCastException: Cannot cast from source type to destination type" error on the first line and dies. I tried every typecasting trick I could think of, but none of them worked. Any ideas?

var textureImporter : TextureImporter = AssetImporter.GetAtPath(path);
if (textureImporter.isReadable == false) {
    textureImporter.isReadable = true;
    AssetDatabase.ImportAsset(path, ImportAssetOptions.ForceUpdate);
}
texCur = AssetDatabase.LoadMainAssetAtPath(path);
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Answer by Jessy · Feb 13, 2011 at 05:56 AM

var textureImporter = AssetImporter.GetAtPath(path) as TextureImporter;

However, although I don't like dynamic typing, your original code works fine for me, as long as #pragma strict is not used.

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avatar image Aubrey-Falconer · Feb 13, 2011 at 07:47 AM 0
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Ah! Thanks very much for your reply. I had made the incredibly stupid mistake of assu$$anonymous$$g that the null reference error I received when trying that syntax earlier was due to the AssetImporter object not typecasting to a TextureImporter object correctly. I just realized that it was due to a logic failure earlier in my code which was appending nonsense to the path variable under certain circumstances...

avatar image Aubrey-Falconer · Feb 13, 2011 at 07:54 AM 0
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It's so nice to have someone there for you to offer a fresh perspective every once in a while.

avatar image Jessy · Feb 13, 2011 at 11:11 AM 0
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Agreed! I figured it was something like that, considering what you said you tried, but all we had to go on was that snippet, so... ;-)

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