![]() Or we could be missing something fundemental about Android file loading. Or it could be an issue with the UnityWebRequest system. This could be a permissions issue, though we have external write permission. We consistently get HTTP/1.1 404 Not Found returned as the www.error Jar:file:///storage/emulated/0/Texture.pngĮvery other combination we can think to try. To me, that's the same as just accessing a texture using UnityWebRequest, so I don't see the point. The manual recommends destroying the texture after it's been created. The same would be true if I used the ScreencaptureAsTexture method. However, I'm suspicious that the screenshots are now loaded in memory, even when the gallery is not displayed. Using the persistentDatapath and UnityWebRequest gives me the behavior that I want. While working In the editor, AssetDatabase.Refresh() makes it work like I want, but I can't access that in a build. I want the thumbnail of the new screenshot to populate a gallery of the last 10 screenshots that the user can load.Įverything works, except that since this is in-game, the texture is not refreshed when written to the games folder. The user can take a screenshot, the script saves the file to disk. I am trying to build a gallery of in-game screenshots and have tried numerous methods to retrieve the screenshots from disk. ![]() ![]() Can you be more specific for why the Texture2D.Apply is more efficient compared to
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