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Thank you for your response. The issue is not saving the texture to disk, that is well documented. I'm trying to figure out how best to overcome...
I'm trying to cache the output of a shader as a PNG on disk so I can use it in the future as a straight-up texture and not require the shader to...
Well that didn't take long, I've figured it out: HotReload somehow attached a component to one of my prefabs called On Draw Gizmos Event Proxy and...
I'm having an issue where Hot Reload is spamming out hundreds of error messages per second: NullReferenceException: Object reference not set to...
Whether StreamingAssets or PersistentDataPath (the recommended alternative), it doesn't really matter either way in my case. I guess the question...
My textures are generated from a couple hundred parameters passed into a complex shader at runtime and then blitted into a png, which I save into...
Asset Bundles look like they can only be created in the editor, however I am creating my textures (and models) at runtime. Are there other...
My game is generating a lot of textures at runtime, and storing them in StreamingAssets for loading later. For loading the textures, I'm using the...
I'm using URP.
For anyone finding this thread and struggling with this, I fixed this problem by adding "RenderTexture"="True" to the Tags of my SubShader.
Dredging up the dead, here: I solved this problem by adding "RenderTexture"="True" into the Tags of my SubShader.
I've solved the problem, or perhaps more correctly, ChatGPT has solved the problem for me. This needs to be added to the tags of your SubShader:...
I've got an unlit shader that generates an image, and I'm trying to get that shader to generate a simple Texture2D that I can then save to disk....
3 years later still! No hotkey!
And from what I could find, the native C# ToString method just uses GetType(), but the ToString is still showing a different type than my calling...
Thanks for the info on asset references, it makes a lot of sense. I wasn't even really storing the sprite reference intentionally, it was part of...
Just to be clear, if I drag an asset reference into the inspector into a field of a serialized object, that asset reference is safe, right? It's...
Yes I shouldn't do it, and I'm not going to do it, but how would I do it regardless? What introspection is ToString() using? It is still a...
Thanks, that's really useful, I'll definitely address the instance IDs, they don't even really need to be saved anyway. I guess the question still...
OK, so how do I tell what it actually is? *Something* knows what it is, because ToString tells me it's a GameObject and not a Sprite. Where does...