How to load an image from URL with Unity?
We can't directly apply texture material on the Image component in the canvas. So, we should create a sprite from the texture downloaded at runtime then apply that sprite in the Image component.
Try this one,
IEnumerator DownloadImage(string MediaUrl)
{
UnityWebRequest request = UnityWebRequestTexture.GetTexture(MediaUrl);
yield return request.SendWebRequest();
if(request.isNetworkError || request.isHttpError)
Debug.Log(request.error);
else{
// ImageComponent.texture = ((DownloadHandlerTexture) request.downloadHandler).texture;
Texture2D tex = ((DownloadHandlerTexture) request.downloadHandler).texture;
Sprite sprite = Sprite.Create(tex, new Rect(0, 0, tex.width, tex.height), new Vector2(tex.width / 2, tex.height / 2));
ImageComponent.GetComponent<Image>().overrideSprite = sprite;
}
}
You can do that with async/await:
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.Networking;
public static async Task<Texture2D> GetRemoteTexture ( string url )
{
using( UnityWebRequest www = UnityWebRequestTexture.GetTexture(url) )
{
// begin request:
var asyncOp = www.SendWebRequest();
// await until it's done:
while( asyncOp.isDone==false )
await Task.Delay( 1000/30 );//30 hertz
// read results:
if( www.isNetworkError || www.isHttpError )
// if( www.result!=UnityWebRequest.Result.Success )// for Unity >= 2020.1
{
// log error:
#if DEBUG
Debug.Log( $"{www.error}, URL:{www.url}" );
#endif
// nothing to return on error:
return null;
}
else
{
// return valid results:
return DownloadHandlerTexture.GetContent(www);
}
}
}
Usage example:
[SerializeField] string _imageUrl;
[SerializeField] Material _material;
Texture2D _texture;
async void Start ()
{
_texture = await GetRemoteTexture(_imageUrl);
_material.mainTexture = _texture;
}
void OnDestroy () => Dispose();
public void Dispose () => Object.Destroy(_texture);// memory released, leak otherwise
quick clarification: https://docs.unity3d.com/ScriptReference/MonoBehaviour.StartCoroutine.html
public void yourMethod()
{
StartCoroutine(setImage("http://url/image.jpg")); //balanced parens CAS
}
IEnumerator setImage(string url) {
Texture2D texture = profileImage.canvasRenderer.GetMaterial().mainTexture as Texture2D;
WWW www = new WWW(url);
yield return www;
// calling this function with StartCoroutine solves the problem
Debug.Log("Why on earh is this never called?");
www.LoadImageIntoTexture(texture);
www.Dispose();
www = null;
}
For Unity 2018+ use UnityWebRequest
which replaces the WWW
class.
void Start(){
StartCoroutine(DownloadImage(url));
}
IEnumerator DownloadImage(string MediaUrl)
{
UnityWebRequest request = UnityWebRequestTexture.GetTexture(MediaUrl);
yield return request.SendWebRequest();
if(request.isNetworkError || request.isHttpError)
Debug.Log(request.error);
else
YourRawImage.texture = ((DownloadHandlerTexture) request.downloadHandler).texture;
}