Please save me from going crazy.
No matter how many times I google, I always end up with (usually deprecated) versions of the following code:
IEnumer
You can do that with async/await:
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.Networking;
public static async Task<Texture2D> GetRemoteTexture ( string url )
{
using( UnityWebRequest www = UnityWebRequestTexture.GetTexture( url ) )
{
//begin requenst:
var asyncOp = www.SendWebRequest();
//await until it's done:
while( asyncOp.isDone==false )
{
await Task.Delay( 1000/30 );//30 hertz
}
//read results:
if( www.isNetworkError || www.isHttpError )
{
//log error:
#if DEBUG
Debug.Log( $"{ www.error }, URL:{ www.url }" );
#endif
//nothing to return on error:
return null;
}
else
{
//return valid results:
return DownloadHandlerTexture.GetContent( www );
}
}
}
Usage example:
[SerializeField] string _imageUrl;
[SerializeField] Material _material;
Texture2D _texture;
async void Start ()
{
_texture = await GetRemoteTexture( _imageUrl );
_material.mainTexture = _texture;
}
void OnDestroy () => Dispose();
public void Dispose () => Object.Destroy( _texture );// memory released, leak otherwise
For Unity 2018+ use UnityWebRequest
which replaces the WWW
class.
void Start(){
StartCoroutine(DownloadImage(url));
}
IEnumerator DownloadImage(string MediaUrl)
{
UnityWebRequest request = UnityWebRequestTexture.GetTexture(MediaUrl);
yield return request.SendWebRequest();
if(request.isNetworkError || request.isHttpError)
Debug.Log(request.error);
else
YourRawImage.texture = ((DownloadHandlerTexture) request.downloadHandler).texture;
}
Thanks to the question asked by Umair M, I figured out that this method needs to be called using unity's StartCoroutine
.
public void OnStart()
{
StartCoroutine(setImage("http://drive.google.com/myimage.jpg"));
}
IEnumerator setImage(string url)
{
Texture2D texture = null;
WWW www = new WWW(url);
yield return www;
Debug.Log("Why on earh is this never called?");
texture = WWW.texture;
//end show Image in texture 2D
}
quick clarification: https://docs.unity3d.com/ScriptReference/MonoBehaviour.StartCoroutine.html
public void yourMethod()
{
StartCoroutine(setImage("http://url/image.jpg")); //balanced parens CAS
}
IEnumerator setImage(string url) {
Texture2D texture = profileImage.canvasRenderer.GetMaterial().mainTexture as Texture2D;
WWW www = new WWW(url);
yield return www;
// calling this function with StartCoroutine solves the problem
Debug.Log("Why on earh is this never called?");
www.LoadImageIntoTexture(texture);
www.Dispose();
www = null;
}
We can't directly apply texture material on the Image component in the canvas. So, we should create a sprite from the texture downloaded at runtime then apply that sprite in the Image component.
Try this one,
IEnumerator DownloadImage(string MediaUrl)
{
UnityWebRequest request = UnityWebRequestTexture.GetTexture(MediaUrl);
yield return request.SendWebRequest();
if(request.isNetworkError || request.isHttpError)
Debug.Log(request.error);
else{
// ImageComponent.texture = ((DownloadHandlerTexture) request.downloadHandler).texture;
Texture2D tex = ((DownloadHandlerTexture) request.downloadHandler).texture;
Sprite sprite = Sprite.Create(tex, new Rect(0, 0, tex.width, tex.height), new Vector2(tex.width / 2, tex.height / 2));
ImageComponent.GetComponent<Image>().overrideSprite = sprite;
}
}