I'm trying to port my project to flash. And I get an error "Texture atlas needs textures to have Readable flag set!" from this line of code.
rectUV = texture.PackTextures(inputTexture, padding, 1024, true);
This works perfectly fine in PC and iOS. I've already set read/write enable of every textures in inspector. Is this a bug or not?
asked Dec 31 '11 at 07:31 AM
Finally I figured it out how to make runtime PackTexture works in Flash:
The Unity default Texture Format of Flash is either RGB or RGBA JPG Compressed, I override for FlashPlayer for the Texture Format to RGB 24 or 32bit, then it has no problem in Flash.