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Question by Nemeczek · Feb 16, 2014 at 08:27 PM · spritetexture2dcasting

Cast Texture2d to Sprite

 string url  = "http://1drv.ms/1bCdLy1";

  www = new WWW(url);
  StartCoroutine(WaitForWWW());
 portraitSprite.sprite = (Sprite)www.texture;
     
     private IEnumerator WaitForWWW() {
         yield return www;    
         }

versus

Cannot convert type 'UnityEngine.Texture2D' to 'UnityEngine.Sprite

Any ideas? new to Unity..

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Answer by Eric5h5 · Feb 16, 2014 at 09:12 PM

A sprite isn't a texture. You can create a sprite from a texture; see the docs for Sprite, specifically the Create function.

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Answer by Cenda · May 30, 2015 at 11:34 AM

I just solved exactly same problem with Sprite.Create. It is working in editor, but not on device. It looks that device can not use Sprite.Create, so I have to use texture and RawImage.

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Answer by muratrishit · Jun 07, 2016 at 09:05 AM

     IEnumerator Start() 
     {
         WWW www = new WWW(url);
         yield return (www);
         gameObject.GetComponent<Image>().overrideSprite = Sprite.Create(www.texture, new Rect(0, 0, 900, 360), new Vector2(0.5f, 0.5f));
     }
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Answer by Atulyextel2 · Jun 06, 2018 at 01:28 PM

Hi, this can help

// reading texture from images in system local

Blockquote

public static Texture2D LoadPNG(string filePath) { Texture2D tex = null; byte[] fileData;

     if (File.Exists(filePath))
     {
         fileData = File.ReadAllBytes(filePath);
         tex = new Texture2D(2, 2);
         tex.LoadImage(fileData); //..this will auto-resize the texture dimensions.
     }
     return tex;
 }

Blockquote

then save the texture from LoadPNG function

Blockquote

mytexture = LoadPNG(thumbnailpath); obj.GetComponentInChildren().sprite = Sprite.Create(mytexture, new Rect(0.0f, 0.0f, mytexture.width, mytexture.height), new Vector2(0.5f, 0.5f), 100.0f);

Blockquote

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