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LoadImage(data: byte[]): bool;
bool LoadImage(byte[] data);
def LoadImage(data as byte[]) as bool


data The byte array containing the image data to load.


bool Returns true if the data can be loaded, else false.


Loads an image from a byte array.

This function loads a JPG or PNG image from a raw byte[] array.

	// Load a .jpg or .png file by adding .byte extensions to the file
	// and dragging it on the imageTA variable

var imageTA : TextAsset; function Start () { var tex = new Texture2D (4, 4); tex.LoadImage(imageTA.bytes); renderer.material.mainTexture = tex; }
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour {
    public TextAsset imageTA;
    void Start() {
        Texture2D tex = new Texture2D(4, 4);
        renderer.material.mainTexture = tex;
import UnityEngine
import System.Collections

public class ExampleClass(MonoBehaviour):

	public imageTA as TextAsset

	def Start() as void:
		tex as Texture2D = Texture2D(4, 4)
		renderer.material.mainTexture = tex

This function replaces texture contents with new image data. After LoadImage, texture size and format might change. JPG files are loaded into RGB24 format, PNG files are loaded into ARGB32 format. If texture format before calling LoadImage is DXT1 or DXT5, then the loaded image will be DXT-compressed (into DXT1 for JPG images and DXT5 for PNG images). If the platform is not able to perform runtime compression then false will be returned.
The example loads the pixel data from a Text Asset. The text asset is a JPG or PNG image with the extension of .bytes. This allows the Text Asset to be read as an array of bytes.

See Also: EncodeToPNG function.