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	<title type="html"><![CDATA[Infinity Code Forum — Target - Texture: Invalid texture format (Unity 5.5)]]></title>
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	<updated>2017-02-02T11:19:48Z</updated>
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	<id>https://forum.infinity-code.com/viewtopic.php?id=401</id>
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			<title type="html"><![CDATA[Re: Target - Texture: Invalid texture format (Unity 5.5)]]></title>
			<link rel="alternate" href="https://forum.infinity-code.com/viewtopic.php?pid=1760#p1760" />
			<content type="html"><![CDATA[<p>Hello.</p><p>Thank you for bug report.</p><p>Actually, we already know about this problem and already fix it.<br />The new (fixed) version will be available soon through the built-in update system.</p>]]></content>
			<author>
				<name><![CDATA[Alex Vertax]]></name>
				<uri>https://forum.infinity-code.com/profile.php?id=2</uri>
			</author>
			<updated>2017-02-02T11:19:48Z</updated>
			<id>https://forum.infinity-code.com/viewtopic.php?pid=1760#p1760</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Target - Texture: Invalid texture format (Unity 5.5)]]></title>
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			<content type="html"><![CDATA[<p>Unity Version: 5.5.0f3<br />Platform: PC</p><p>When attempting to use a map with Target set to &quot;Texture&quot;, I am receiving the following errors:</p><div class="codebox"><pre><code>Invalid texture format
UnityEngine.Texture2D:SetPixels32(Color32[])
OnlineMaps:CheckBufferComplete() (at Assets/Infinity Code/Online maps/Scripts/OnlineMaps.cs:860)
OnlineMaps:LateUpdate() (at Assets/Infinity Code/Online maps/Scripts/OnlineMaps.cs:1101)</code></pre></div><div class="codebox"><pre><code>Unsupported texture format - needs to be ARGB32, RGBA32, RGB24, Alpha8 or one of float formats
UnityEngine.Texture2D:SetPixels(Color[])
OnlineMaps:OnDestroy() (at Assets/Infinity Code/Online maps/Scripts/OnlineMaps.cs:1142)</code></pre></div><p>I ran a simple scene where I used the Map Wizard to create the Plane with the texture and used the Google Maps provider.</p><p>Some debugging shows that the texture, on which SetPixels32 is called, has a format of DXT5. This appears to be due to the fact that the TextureImporter in Unity 5.5 defaults to having textureCompression set to &quot;Compression&quot; and the textureFormat field looks to be deprecated. According to the documentation (<a href="https://docs.unity3d.com/ScriptReference/TextureImporterCompression.html">https://docs.unity3d.com/ScriptReferenc … ssion.html</a>), it looks like using &quot;Compression&quot; for textureCompression would result in a texture format of DXT5 (depending on the platform).</p><p>I do not have this issue in Unity 5.3.5f1 and my current work around for Unity 5.5.0f3 is to set the textureCompression on the texture importer to &quot;Uncompressed&quot;. Making this change appears to be working for now but that has not be thoroughly tested.</p><p>I am not very familiar with Unity (or C# for that matter) so hopefully that all makes sense. Thanks for developing and maintaining this asset.</p>]]></content>
			<author>
				<name><![CDATA[jdh5259]]></name>
				<uri>https://forum.infinity-code.com/profile.php?id=364</uri>
			</author>
			<updated>2017-02-01T21:04:02Z</updated>
			<id>https://forum.infinity-code.com/viewtopic.php?pid=1759#p1759</id>
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