private void Start() { float temp = Time.realtimeSinceStartup; qt = new QTTexture1(); if (load) { qt.LoadTexture(Application.persistentDataPath + "/" + filename + ".qtimg"); } else { qt.LoadTexture(inImg, tolerance); } //Debug.Log("Compression Time: " + (Time.realtimeSinceStartup - temp)); //temp = Time.realtimeSinceStartup; if (!load) { qt.SaveToFile(Application.persistentDataPath + "/" + filename + ".qtimg"); } //Debug.Log(Application.dataPath); //Debug.Log("Save Time: " + (Time.realtimeSinceStartup - temp)); textureOutput = qt.ToTexture2D(); mat.SetTexture(Shader.PropertyToID("_MainTex"), textureOutput); //Debug.Log(Application.persistentDataPath); Debug.Log("Done Compress"); }