pschraut / unitytexture2darrayimportpipeline Goto Github PK
View Code? Open in Web Editor NEWA Texture2DArray Import Pipeline for Unity 2019.3 and newer.
License: MIT License
A Texture2DArray Import Pipeline for Unity 2019.3 and newer.
License: MIT License
Texture2DArray importer vesion: 1.3.0
Unity version: 2020.3.23f1
Texture Quality (in Quality Settings): Half Res
Expected behaviour: Texture2DArray generates without errors.
Current behaviour: Texture2DArray generates with Graphics.CopyTexture exception: "source and destination have different master texture limits. Soruce 1, Destination 0" and doesn't work.
https://docs.unity3d.com/ScriptReference/QualitySettings-masterTextureLimit.html
The above setting changes which mipmap Unity uses for a texture. While it affects Texture2D, it does not affect Texture2DArray. I am posting the error and my quick-fix solution. This fix is trivial and I do not know if there is a better way to approach this. Posting screenshots of the error and the fix.
Expected behaviour: When changing platforms, it's expected that Texture2DArrays switchs its compression format, as the original texture does.
Formats are RGBA Compressed DTX5 for Windows, RGB(A) ASTC 6x6 for Android
Current behaviour: when switching platforms, original textures change formats, but the derived Texture2DArray maintains its old format.
Unity version is 2020.2.0f1. Texture2DArray Importer version is 1.2.0. Tested in an empty project.
Sept by step:
Create a Texture2DArray while Windows platform is selected and assign textures to it (from left to right, build settings, texture inspector and array inspector):
Switch to Android platform, with Texture Compression set to ASTC in build settings. Texture format and array format mismatch after switch,
Same behaviour appears when order is reversed. Create a Texture2DArray in Android, and assign textures to it.
Switch to Windows platform. Eexture format and array format mismatch again:
Not an issue, but I wanted to say that this is a beautiful repository. Feels like a native extension to Unity.
If add texture with texture type Normal Map, texture2darray format would be wrong
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