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Unity C# loadimage from byte

Time:12-03

need help (sorry for my english level).

Game have file generator (make levels files). I update asset, add functional of save jpg to file. After that game read file and make image from this.

My steps:

  1. settings.imageCode = coloredTexture.EncodeToJPG();
  2. Save to file:
if (settings.rastr)
     {
         bytes.AddRange(System.BitConverter.GetBytes(settings.imageCode.Length));
         bytes.AddRange(settings.imageCode);
     }
 
  1. Start game. Game read levels files (part about img):
 private byte[] GetSprite() private byte[] GetSprite()
            {
                int length = GetNextInt();

                ArraySegment<byte> byteImage = new ArraySegment<byte>(levelFileBytes, byteIndex, length);
                
                byteIndex  = length;
                int count = byteImage.Count;

                return byteImage.Array;
            } 
  1. Try create sprite and add it to GO:
private void CreateRastrImage(LevelFileData levelFileData)
        {
            GameObject imageObj = new GameObject("Rastr");
            RectTransform containerRectT = imageObj.AddComponent<RectTransform>();

            containerRectT.SetParent(transform, false);

            // Expand to fill
            containerRectT.anchoredPosition = Vector2.zero;
            containerRectT.anchorMin = Vector2.zero;
            containerRectT.anchorMax = Vector2.one;
            containerRectT.offsetMax = Vector2.zero;
            containerRectT.offsetMin = Vector2.zero;

            Image sprite = imageObj.AddComponent<Image>();
            Texture2D spriteColor = new Texture2D(levelFileData.imageWidth, levelFileData.imageHeight);
            //ImageConversion.LoadImage(spriteColor, levelFileData.rastrBytes);
            spriteColor.LoadImage(levelFileData.rastrBytes);
            Sprite fileSptire = Sprite.Create(spriteColor, new Rect(0f, 0f, spriteColor.width, spriteColor.height), new Vector2(0f, 0f));
            sprite.sprite = fileSptire;
        }
  1. Result:red question mark

About result, source img its this jpg file: picture Use jpg (RGB24), also try another TextureFormat. I think problem with reading (img dont taken full), but I check length with stop poing in VS. Help guys and thanks you!

CodePudding user response:

Problem was in ArraySegment. When I try return byteImage.Array - its return full array (levelFileBytes). My solution now:

        private byte[] GetSprite()
        {
            int length = GetNextInt();

            
            byte[] imageBytes = new byte[length];
            for(int i = 0; i < length; i  )
            {
                imageBytes[i] = levelFileBytes[byteIndex   i];
            }

            byteIndex  = length;

            return imageBytes;
        }
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