问题
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:
IEnumerator setImage(string url) {
Texture2D texture = profileImage.canvasRenderer.GetMaterial().mainTexture as Texture2D;
WWW www = new WWW(url);
yield return www;
Debug.Log("Why on earh is this never called?");
www.LoadImageIntoTexture(texture);
www.Dispose();
www = null;
}
I'm using Unity 5 not 4. The URL I'm trying to load exists. Please shine some light on me.
How do I load an image over HTTP and display it in a UnityEngine.UI.Image?
回答1:
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;
}
回答2:
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
}
回答3:
When you want to go async:
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;
async void Start ()
{
Texture2D texture = await GetRemoteTexture( _imageUrl );
_material.mainTexture = texture;
}
回答4:
Thanks to the question asked by Umair M, I figured out that this method needs to be called using unity's StartCoroutine
.
回答5:
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
}
来源:https://stackoverflow.com/questions/31765518/how-to-load-an-image-from-url-with-unity