I know this topic has been covered often, but I'm hoping there is a creative solution around Unity's current limitations on what it can import at runtime. I'm working on something that needs to load EXR data (hdr/pfm/whatever, just something that is not a png or jpg) at runtime. The images are created on the fly and need to be loaded at runtime as they change. Right now I can do the entire process and everything works correctly (other than external dll hell), but only if I import the image prior to the build. There has to be a way to get it to work after it's built. * Resources.Load won't work since it has to be included. * AssetBundles won't work as there's no unity install on the production machine (so I can't autogenerate the bundle). * WWW won't work since it can only do pngs/jpgs (I need to keep it an exr as the external conversion to a png doesn't really give me a great image). Is it something I might be able to do in an external dll, can I do it using Texture2D.SetPixels (I can probably work within ARGB32)? Anyone have any method they can recommend? Thanks!