Returns a Texture2D generated from the downloaded data (Read Only).
The data must be an image in JPG or PNG format. If the data is not a valid
image, the generated texture will be a small image of a question mark.
It is recommended to use power-of-two size for each dimension of the image;
arbitrary sizes will also work but can load slightly slower and take up
a bit more memory. Each invocation of texture property allocates a new Texture2D. If you
continously download textures you must use LoadImageIntoTexture or Destroy
the previously created texture.
For PNG files, gamma correction is applied to the texture if PNG file contains
gamma information. Display gamma for correction is assumed to be 2.0. If file
does not contain gamma information, no color correction will be performed.
JPG files are loaded into RGB24 format, PNG files are loaded into
ARGB32 format. If you want to DXT-compress the downloaded image,
use LoadImageIntoTexture instead.
If the object has not finished downloading the data a dummy image will be returned.
Use isDone or yield to see if the data is available.
#pragma strict // Get the latest webcam shot from outside "Friday's" in Times Square public var url: String = "http://images.earthcam.com/ec_metros/ourcams/fridays.jpg"; function Start() { // Start a download of the given URL var www: WWW = new WWW(url); www// assign texture var renderer: Renderer = GetComponent.<Renderer>(); renderer.material.mainTexture = www.texture; }
using UnityEngine; using System.Collections;
// Get the latest webcam shot from outside "Friday's" in Times Square public class ExampleClass : MonoBehaviour { public string url = "http://images.earthcam.com/ec_metros/ourcams/fridays.jpg";
IEnumerator Start() { // Start a download of the given URL WWW www = new WWW(url);
// Wait for download to complete yield return www;
// assign texture Renderer renderer = GetComponent<Renderer>(); renderer.material.mainTexture = www.texture; } }
Note: The WWW.texture property allocates a new Texture2D every time it is called. Therefore, it is important to always assign the result to a local variable so that it can later be freed using Destroy(). For example, the following code will cause a memory leak:
#pragma strict public class WWWError extends MonoBehaviour { function Start() { // Start a download with a given URL var www: WWW = new WWW(url); // ... Make the request if (www.texture != null) { // test is made } // ... use the n-th texture which was created } }
using UnityEngine; using System.Collections;
public class WWWError : MonoBehaviour { IEnumerator Start() { // Start a download with a given URL WWW www = new WWW(url);
// ... Make the request
if (www.texture != null) { // a new texture is created as the // test is made }
// ... use the n-th texture which was created } }
The call to www.texture allocates a new texture, but the texture is never deallocated because
no local reference to it exists.
Alternatively, use WWW.LoadImageIntoTexture.