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Question by komodor · Mar 10, 2014 at 10:55 AM · editortexturefilewizard

editor script - load texture from disk (not assets folder)

i am working on small wizard which will do very simple thing - duplicates template folder with scene and material, copies them to another folder, and rename them by string provided by gamedesginer - this part works well

i want to add one more function to the wizard - gamedesigner picks image anywhere on the disk, that image will show in that window and if gamedesigner clicks create, the image will be copied to the same folder, renamed and attached as texture to the material

any ideas?

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Answer by pafla · Mar 10, 2014 at 12:56 PM

You can open, edit and create files anywhere on the pc with ordinary .NET Code: http://msdn.microsoft.com/en-us/library/System.IO(v=vs.110).aspx

Also, for copying or moving files, unity offers this class: http://docs.unity3d.com/Documentation/ScriptReference/FileUtil.html

EDIT: This might also help: http://answers.unity3d.com/questions/30147/loading-images-textures-resourcesload-vs-wwwtextur.html

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Answer by Paulius-Liekis · Jul 03, 2014 at 12:10 PM

At the moment Unity allows to create texture from bytes in memory, so reading a texture (jpg/png) anywhere from disk is easy:

 Texture2D tex = new Texture2D(4, 4);
 tex.LoadImage(File.ReadAllBytes(path));
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Answer by RickyAh · Mar 10, 2014 at 12:50 PM

Can't be done as far as I know. To be able to load a Texture, or any Asset, and be used in the project, I must be located inside that project's Assets folder. That's because `AssetDatabase.LoadAssetAtPath()` requires a relative path. Using a full path won't work,

The only partial solution I can think of is

  1. Copy the template folder to a new folder inside Assets

  2. Modify the copy

  3. Move the copy to the destination folder outside the projects assets folder,

But doing so the new folder won't be accesible in the Unity project (i.e: it won't be shown in the Unity Project window)

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