Comments (8)
If you try to export png instead of edit, it'll tell you that the format failed to decode, I just don't have that message on import. Unity crunch isn't supported, but you can change the texture format to something like RGBA32 before you click Ok and it should work fine for most platforms.
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I tried changing the texture format from DTXCrunch to RGBA32 using the Edit Texture plugin and saving, but when I go to export as png it still says it's DTXCrunch and when I edit the texture again, it didn't save.
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If you mean using the edit texture plugin to change the format from crunch to rgba, you can't do that right now. Op made it sound like they already had a texture to import. In his case, you wouldn't have to decode the crunch texture.
In your case, you want to change the crunch data to rgba data which requires decoding the crunch texture.
Also, texture reencoding is not supported right now anyway, if you don't import a texture, it doesn't do anything.
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Thanks for the swift response. Do you know how I could learn how to decode to something viewable?
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You could for the time being export with assetstudio then import back with rgba with this.
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RGBA32 can save the file,but replace this in game file ,game will crash...
logcat:
pid: 12070, tid: 12128, name: UnityMain >>> packagename <<<
uid: 11634
signal 11 (SIGSEGV), code 2 (SEGV_ACCERR), fault addr 0xb6ffa138
r0 fffffe04 r1 b6ff9f3d r2 00000000 r3 00800000
r4 c67c30cc r5 c4aab000 r6 00000000 r7 b6ff9f40
r8 c4acb3d8 r9 b6ffa130 r10 00000e04 r11 c4f08a68
ip c4acb000 sp c4f089f0 lr b0c7c5a2 pc c523c768
backtrace:
#00 pc 0032e768 /data/app/~~UhrpG1ixOwfqtoOYQon9KQ==/packagename -4x9xKgOmdafEdESBZ0Nqfg==/lib/arm/libil2cpp.so (BuildId: 4096121d6041cedfb8739a61d0ce22701ea2ae14)
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Looks like m_CompleteImageSize wasn't being set so any imported textures of different size were failing to load. Fix coming soon.
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Should be fixed in latest commits, let me know if it's working for you now
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