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WWW.texture

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public var texture: Texture2D;
public Texture2D texture;

Description

Returns a Texture2D generated from the downloaded data (Read Only).

The data must be an image in JPG or PNG format. If the data is not a valid image, the generated texture will be a small image of a question mark. It is recommended to use power-of-two size for each dimension of the image; arbitrary sizes will also work but can load slightly slower and take up a bit more memory. Each invocation of texture property allocates a new Texture2D. If you continously download textures you must use LoadImageIntoTexture or Destroy the previously created texture.

For PNG files, gamma correction is applied to the texture if PNG file contains gamma information. Display gamma for correction is assumed to be 2.0. If file does not contain gamma information, no color correction will be performed.

JPG files are loaded into RGB24 format, PNG files are loaded into ARGB32 format. If you want to DXT-compress the downloaded image, use LoadImageIntoTexture instead.

If the object has not finished downloading the data a dummy image will be returned. Use isDone or yield to see if the data is available.

	// Get the latest webcam shot from outside "Friday's" in Times Square

var url = "http://images.earthcam.com/ec_metros/ourcams/fridays.jpg"; function Start () { // Start a download of the given URL var www : WWW = new WWW (url);

// Wait for download to complete yield www;

// assign texture renderer.material.mainTexture = www.texture; }
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public string url = "http://images.earthcam.com/ec_metros/ourcams/fridays.jpg"; IEnumerator Start() { WWW www = new WWW(url); yield return www; renderer.material.mainTexture = www.texture; } }