The raw bytes of the text asset. (Read Only)
If you're using the text asset to contain binary data, you should make sure the file has the .bytes extension. For any other of the extentions the TextImporter will try to strip nonascii characters if it is unable to parse the file as an utf8 string.
// Load a .jpg or .png file by adding .bytes 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); GetComponent.<Renderer>().material.mainTexture = tex; }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { public TextAsset imageTA; void Start() { Texture2D tex = new Texture2D(4, 4); tex.LoadImage(imageTA.bytes); GetComponent<Renderer>().material.mainTexture = tex; } }