I've been attempting to use PNG images as textures in Unity, when I use only one or two its easy to drag and drop them in the inspector. In my current project I have over 300 images which I am trying to load into an array, I then want to change the texture each time round the update so it appears like a video.
Here is what I have so far:
using UnityEngine;
using System.Collections;
public class ChangeImage : MonoBehaviour {
public Texture[] frames;
public int CurrentFrame;
public object[] images;
void OnMouseDown() {
if (GlobalVar.PlayClip == false){
GlobalVar.PlayClip = true;
} else {
GlobalVar.PlayClip = false;
}
}
public void Start() {
images = Resources.LoadAll("Frames");
for (int i = 0; i < images.Length; i++){
Texture2D texImage = (Texture2D) images[i];
frames[i] = texImage;
}
}
// Update is called once per frame
void Update () {
if(GlobalVar.PlayClip == true){
CurrentFrame++;
CurrentFrame %= frames.Length;
GetComponent<Renderer>().material.mainTexture = frames[CurrentFrame];
}
}
}
I have been attempting to load the images into an object array convert them to textures then output to a texture array. Does anyone know where I am going wrong with this it does not seem to give any errors but the texture is not changing?
Any advice is much appreciated
Thanks
I managed to fix the problem eventually, the problem seemed to be the loading of assets was not working correctly and this was why the frame was not changing. I also changed the name of the folder containing the images from "Frames" to "Resources". Here is the completed code for anyone else who needs it:
using UnityEngine;
using System.Collections;
public class ChangeImage : MonoBehaviour {
public Texture[] frames;
public int CurrentFrame;
void OnMouseDown() {
if (GlobalVar.PlayClip == false){
GlobalVar.PlayClip = true;
} else {
GlobalVar.PlayClip = false;
}
}
public void Start() {
frames = Resources.LoadAll<Texture>("");
}
// Update is called once per frame
void Update () {
if(GlobalVar.PlayClip == true){
CurrentFrame %= frames.Length;
CurrentFrame++;
Debug.Log ("Current Frame is " + CurrentFrame);
GetComponent<Renderer>().material.mainTexture = frames[CurrentFrame];
}
}
}
Thanks for the advice on animations I will still look into it as the performance of the images is not great.