- Download project (or just
ImgDisp.cs
) - Select a game object in your scene (that needs the image)
- Add the
ImgDisp
script to it - Turn that game object into a prefab
- Add
using awillInc;
to your C# script - Add a
public
(or private with[SerializeField]
) variable to your scriptpublic ImgDisp IMG_PREFAB;
is what I use inMain.cs
- Instantiate an instance of the class using the prefab:
ImgDisp img = Instantiate(IMG_PREFAB, Vector3.zero, Quaternion.identity, imgContainer);
- In the example,
imgContainer
is used to hold images, but you can supply anyTransform
as the parent for the image
- Explicitly load the image by URL:
ImgDisp.loadSpriteToObject(imageURLs[i], img);
- When you request an image, this component:
- Checks to see if image exists locally
- If it does, load it from disk and use it
- If it does not, download it from web (if possible), save it to disk (if possible), and use the downloaded resource