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Texture2D.alphaIsTransparency API is editor-only but lives in UnityEngine.dll



-e: Using Texture2D.alphaIsTransparency in a script causes the build to fail with the following error:

error CS1061: Type `UnityEngine.Texture2D' does not contain a definition for `alphaIsTransparency' and no extension method `alphaIsTransparency' of type `UnityEngine.Texture2D' could be found (are you missing a using directive or an assembly reference?)

* Open attached example project.
* Go to File > Build Settings
* Select PC, Mac & Linux Standalone
* Select Target Platform "Windows x86"
* Press Build
* NOTICE the build fails.

Using Texture2D.alphaIsTransparency should not break a build.
If this is intended to be an editor-only method, consider moving it in to UnityEditor.dll.

Update: This setting is available only in the Editor scripts. Note that changing this setting will have no effect; it must be enabled in TextureImporter instead.

Comments (13)

  1. De553833e28f69bc50c3bc4f811bacf7?d=mm


    Aug 09, 2018 16:09

    I tested this on Unity3D version 2018.2.2f1 and the following error appears: error CS0117: 'UnityEngine.Texture2D' does not contain a definition for 'alphaIsTransparency'.

  2. 86c902e85cb66c0d98af626f4d916dbc?d=mm


    Jan 09, 2018 17:29

    Same problem. Hardware cursors won't work correctly using dynamically-loaded PNG textures because I can't set alphaIsTranparency in the game build, while it works fine in editor.

  3. F83bcc607030068940b7bd939d5c9e1e?d=mm


    Jan 02, 2018 16:02

    I can confirm the issue is still with us in 2017.3

  4. Bacdee6e8c0bb82009a05a3c8c96b6bd?d=mm


    Dec 20, 2017 16:53

    I am using texture arrays. At first run i build two different texture arrays; one for opaque textures and one for transparent textures. This works perfectly in the editor.

    However when I try to compile to build i get error 1061' same as the others.

    Please fix this as I need to use it at runtime to determine if a texture is transparent or not! Otherwise I don't know which texture array to put it in.

    NB I *can* do a workaround by naming all trans texures with a leading underscore and checking the name but this is (a) Slower than checking a alfa value (b) Kludgey (c) Prone to errors - i might accidentally underscore a texture that is not trans, or not underscore a texture that is.

    Please fix!

  5. 65b71b786d574e90a25650b6302d52be?d=mm


    Nov 29, 2017 22:59

    Still an issue, I'm using Unity 2017.2.0f3 on Windows 10

  6. Fb49fcac6d7c8fbe19b0cb41072f42ed?d=mm


    May 29, 2017 23:16

    This issue still exists for me in Unity 5.6.1f1

  7. 4db5267409c3c5ea6a6e699096af2303?d=mm


    May 13, 2017 14:34

    In Unity 5.6 I have the same bug.

  8. D2e4ba46f6d6671f49eb77455318bd05?d=mm


    Jan 04, 2017 14:04

    This bug still exists in Unity 5.5.0p3. Dynamically-created textures has artifacts on the edges. It a problem and it must be fixed.

  9. Fd40c78d2bb8063aa0701ed0c2e1c0cb?d=mm


    Jan 04, 2017 14:03

    Reproduced in v5.5.0p3.

  10. 3d0c5c45f3dcb91a0b809b220d39797b?d=mm


    Nov 18, 2016 23:13

    This flag needs to work at runtime to use dynamically-created textures as cursors, otherwise the cursors throw a "Invalid texture used for cursor" warning.

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