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Max Size of Textures from AssetBundle

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Hey all, I am building a small application where players can view a variety of 360 degrees photos on a GearVR. I decided to use AssetBundles to reduce loading times and decrease the size of the apk. Everything seems to work fine, the only issue I have is that the MaxSize of the texture I load from the AssetBundle are set to 2048 instead of 8192. I have changed all of the ImportSettings to match the settings I need, and use the TextureImporter to automatically import all textures using the correct settings. class MyTexturePostprocessor : AssetPostprocessor { void OnPreprocessTexture() { TextureImporter textureImporter = (TextureImporter)assetImporter; textureImporter.maxTextureSize = 8192; textureImporter.mipmapEnabled = false; } } My Assetbundles are build as UncompressedAssetBundles and Builtarget Android. BuildPipeline.BuildAssetBundles("Assets/ABs", BuildAssetBundleOptions.UncompressedAssetBundle, BuildTarget.Android); I use LoadAssetAsynch too load the textures when I need them. IEnumerator SetImage(string url, string imageName) { Texture2D tex = new Texture2D(7776, 3888); WWW www = WWW.LoadFromCacheOrDownload(url, 1); yield return www; AssetBundle bundle = www.assetBundle; AssetBundleRequest request = bundle.LoadAssetAsync(imageName, typeof(Texture2D)); tex = request.asset as Texture2D; manager.currentTexture = tex; bundle.Unload(false); www.Dispose(); yield return null; } Is there anyone who has experienced the same issue, or can help me solve this issue? Regards, Wilco

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