Timeline for How do I efficiently display image tiles in Unity 4.3 free
Current License: CC BY-SA 3.0
14 events
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May 31, 2014 at 17:34 | comment | added | jhocking | I would avoid GUI.DrawTexture() as well; because the immediate mode GUI in Unity is pretty inefficient, they are building a new GUI system (about to release it actually, in version 4.6). As for you feeling like I was attacking you, hey man I'm sorry you took my help that way. I was simply trying to point you to the correct way to do things; terminology matters because looking up, say, "how to draw textures in unity" leads to not-great approaches like GUI.DrawTexture() | |
May 31, 2014 at 17:29 | history | edited | jhocking | CC BY-SA 3.0 |
reworded the title to be more relevant
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May 20, 2014 at 16:03 | vote | accept | Neophyte | ||
May 19, 2014 at 15:59 | comment | added | Neophyte | If you actually read my question, you'll note that I previously wrote a TileEngine that I would like to port to Unity and don't know how to draw/display/render/align pixels to form a Tile on the screen. Now, surely from that you should be able to deduce that I am new to Unity and don't know how to achieve my goal? I am deeply sorry my syntax didn't meet your exacting standards, but perhaps next time you attempt to "help" a beginner, you could cut the person some slack? It is hilariously ironic however, that unbeknown to me, Unity has a method named Gui.DRAWTEXTURE. | |
May 19, 2014 at 1:05 | comment | added | jhocking | re setting up a mesh programmatically: I wouldn't call that "drawing a texture", I would call that "displaying tile images". And if you think that distinction is just semantics, well the specific terminology matters here. For example, bummzack already pointed out that "RenderTexture" means something specific. | |
May 18, 2014 at 22:55 | comment | added | DMGregory♦ | Would GUI.DrawTexture() and GUI.DrawTextureWithTexCoords() be relevant? They let you draw an arbitrary rectangle of texture to the screen, without setting up mesh vertices or materials manually. | |
May 18, 2014 at 21:10 | comment | added | Neophyte | Take a look at my answer below, you can draw the texture/tile on the screen via setting up a mesh programmatically. | |
May 18, 2014 at 19:20 | comment | added | jhocking | You should edit your question then, because it asks about "draw[ing] a texture programmatically." The answer to that question is "you can't"; any other question is, well, not what the question says. | |
May 18, 2014 at 18:18 | answer | added | Neophyte | timeline score: 1 | |
May 18, 2014 at 13:41 | comment | added | Neophyte | That's exactly what I'm looking for, an example on how to do it. I used RenderTexture in SFML, but I want to know what would be best in unity for a tile engine, and a pointer in the right direction on how to get started. | |
May 18, 2014 at 13:25 | comment | added | jhocking | Render-to-texture sounds like a bad idea for a tile engine. I would do it by making a grid of polygons with different texturing on each polygon. | |
May 18, 2014 at 12:29 | comment | added | Neophyte | Seriously? Is there no other way I can do a tile engine in unity free? | |
May 18, 2014 at 12:11 | comment | added | bummzack | You can't. Rendering to textures (RenderTexture) is a Unity Pro feature. | |
May 18, 2014 at 10:32 | history | asked | Neophyte | CC BY-SA 3.0 |