
And then using the Unity Editor to access the menu item: 'Assets/Save Asset Bundle As Assets'. After I shut down Unity or save the scene, this memory is cleared and thus my reference is lost. To try this 3k package, simple import to an empty project. If I uncomment this and the scene gets saved via code, the texture reference gets lost the same way as if I was to manually save the scene.ĭo I have to save the material again after applying the texture? Do I also need to save the texture asset again? Help is much appreciated.ĮDIT: I suppose what is happening is that the Texture2D I apply to the material is created in temporary memory. Also, notice in code I commented out / EditorSceneManager.SaveOpenScenes(). If I am in an unsaved (dirty) scene, extract the materials and move to a new scene without saving the current one, the reference is Not lost.īy losing the reference, the material loses its texture and uses the default albedo color.

However, when I do 2 of the following things, the texture reference gets lost:ġ) Without closing the editor, I save a scene. Here is a link to an image of the Project and Scene view of the model, which has its materials extracted and textures applied. If I check the inspector for the material then the textures have been applied. The references are also added to the materials. Textures are found and loaded into memory. raw files readable by Unity.The code works. The TerrainData plugin can export and import.

The MovieTexture plugin can export and import. dae (Collada) files, also supporting rigged SkinnedMeshRenderers. m4a files from WebGL builds and Unity 4 sound files. wav files from U5's AudioClip assets using FMOD. The AudioClip plugin can export uncompressed. The TextAsset plugin can export and import. tga files and decode&encode most texture formats used by Unity. The Texture plugin can export and import.

There are multiple plugins to convert Unity assets from/to common file formats : Custom MonoBehaviour types also are supported. Type information extracted from Unity is used in order to generate text representations of various asset types. It can create standalone mod installers from changes to.
