Search Issue Tracker
Fixed in 2018.3.X
Votes
0
Found in
2018.3.0a1
2018.3.0a2
Issue ID
1051717
Regression
Yes
"Invalid texture used for cursor" Warning shown when tiles are selected in Tile Palette window
When you select a tile to paint with from the Tile Palette window, the following warning will be displayed in the Console:
Invalid texture used for cursor - check importer settings
UnityEditor.GridPaintPaletteWindow:OnEditModeStart(IToolModeOwner, SceneViewEditMode)
UnityEditorInternal.EditMode:ChangeEditMode(SceneViewEditMode, Bounds, IToolModeOwner) (at C:/buildslave/unity/build/Editor/Mono/Inspector/EditMode.cs:294)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
1. Install Unity
2. Open the attached project
3. Open the Tile Palette Window
4. Select the "Tiles" palette
5. Select a tile to paint with
Result:
Warning appears in the Console.
Expected Result:
No warnings should appear in the Console.
Comments (1)
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Different build sizes between Editor build and command-line build when "Static Batching" is enabled
- Particle System "Start Rotation" property affects a different axis when upgrading to newer Editor versions
- "Light" Component's "Culling Mask" setting is hidden but still has an effect when using HDRP
- Selecting the Web platform can be done when using the HDRP project
- Textures swap when SpriteRenderers with shared materials and animators are toggled on and off
tmoneygames
Dec 07, 2022 07:48
The above solution did not work for me using the Tile Palette Window. But I found a solution that worked for me. I found a way to fix this error in 2020.3.42f1 and I'm sure it would work on 2018.x and 2019.x as well. Click on the texture to use as a cursor, then change it from Sprite(2D and UI) to Cursor in Texture Type. Click on the Advanced drop-down arrow and for Alpha Source change it to Input Texture Alpha, check the Alpha Is Transparent box, if it's checked, uncheck the Ignore PNG file gamma, click the Read/Write Enabled box, and on Generate Mip Maps, uncheck the box. And down in format for default change it to RGBA 32bit and also change it if you are building for PC, WebGL, and Android to the same RGBA 32bit. Not sure if these are the settings needed for iOS or Mac builds, as I don't have an Apple product to test this on.