Documentation

Import

Use Unity's Package Manager to download and import the asset into your project. Once imported, the asset will be inside Assets/ARB/TextureLoader.

Setup

Setup TextureLoader by opening the Settings Panel from the "Window > TextureLoader" menu and selecting "Settings".

TextureLoader's Settings Panel

Namespace

Import TextureLoader's namespace in all scripts you want to use it:

Usage

The URL for local textures must start with file://

Sample - Basic

Sample - Target

Use the Into() method to load the texture into one of the supported targets:

  • UnityEngine.Renderer

  • UnityEngine.SpriteRenderer

  • UnityEngine.UI.Image

  • UnityEngine.UI.RawImage

  • UnityEngine.UIElements.VisualElement

  • UnityEngine.UIElements.Image

Check the Customize section to override or create a new target.

Sample - UIToolkit

Sample - Advanced

Sample - No references

Codeless

Don't want or don't need to write code? Use the included components to load textures without writing any code!

Check the Customize section to override or create a new codeless component.

By default textures are loaded on Awake and always disposed on OnDestroy.

Renderer Component
UGUI Image Component
UGUI RawImage Component
SpriteRenderer Component

Customize

TextureLoader allows extending and customizing parts of its main functionality without having to modify the source code.

Targets

Targets are Unity components capable of rendering textures. TextureLoader can apply loaded textures to these targets through the Into(TextureTarget target) method.

Override the included targets or create your own by inheriting from the TextureTarget class or any of its subclasses:

Included targets: ARB/TextureLoader/Scripts/Targets

Your target is now ready to use:

Placeholders

Placeholders are game objects that can be optionally displayed during a loading operation when the texture is set to load into a target.

Override the included placeholders or create your own by inheriting from the Placeholder class or any of its subclasses:

Included placeholders: ARB/TextureLoader/Scripts/Targets/Placeholders

In order to use your new placeholder either override one of the included texture targets or create a new one. Here's an example overriding an existing texture target:

Optionally implement an extension method:

Codeless components

Codeless components are those that can be attached to game objects with a texture renderer to load a texture without writing any code.

Override the included loader components or create your own by inheriting from the TargetTextureLoader class or any of its subclasses:

Included components: ARB/TextureLoader/Scripts/Components

Last updated