The reason I wish to do so is that Unity has a nice DTX5 format that reduces the file size by a lot. But to get that, I need a sprite that's size is - both for height and width - a multiple of 4.
So I thought I create a new texture with the desired size, load its pixels with the original's pixels and make a sprite out of it that I save as an asset
.
The issue is that while saving the texture works, I get the same texture with the proper sizes, saving the sprite doesn't work. It spits out something, but that isn't even close to what I need.
Here is the code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ResizeSprites
{
public void Resize(Sprite sprite)
{
int _hei, _wid;
//getting the closest higher values that are a multiple of 4.
for (_hei = sprite.texture.height; _hei % 4 != 0; _hei++) ;
for (_wid = sprite.texture.width; _wid % 4 != 0; _wid++) ;
//creating the new texture.
Texture2D tex = new Texture2D(_wid, _hei,TextureFormat.RGBA32,false);
//tex.alphaIsTransparency = true;
//tex.EncodeToPNG();
//giving the new texture the "improper" ratio sprite texture's pixel info
//pixel by pixel.
for (int wid = 0; wid < sprite.texture.width; wid++)
{
for (int hei = 0; hei < sprite.texture.height; hei++)
{
tex.SetPixel(wid, hei, sprite.texture.GetPixel(wid, hei));
}
}
//saving the asset. the save works, was used for both meshes as well as textures.
Sprite n_spr = Sprite.Create(tex,
new Rect(0, 0, tex.width, tex.height),
new Vector2(0.5f, 0.5f), 100.0f);
AssetSaver.CreateAsset(n_spr, sprite.name + "_dtx5");
}
}
And here are my results:
The first one is the original sprite, and the second is what I was given.
Edit: Even if I don't save my creation, just instantiate it as a GameObject
, the result is still the same ugly one.