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The following script can be used to draw animated Gif images on-screen in Unity. It uses the "Image" and "Graphics" class from the System.Drawing namespace, and so requires the "System.Drawing.dll" file to be imported/added to the project.


1) Copy the "System.Drawing.dll" file in the "C:\Program Files (x86)\Unity\Editor\Data\Mono\lib\mono\2.0" folder into your "Assets" folder.

2) Create a new script named "AnimatedGifDrawer", with the contents shown below.

3) Attach this script to any object in your scene.

4) Change the "loadingGifPath" field of the script, (in the Inspector view), to the path of your Gif file. (this can be relative, from the root project folder (i.e. the parent of the "Assets" folder), or absolute)

C# - AnimatedGifDrawer.cs

using System.Collections.Generic;
using System.Drawing;
using System.Drawing.Imaging;
using UnityEngine;
public class AnimatedGifDrawer : MonoBehaviour
    public string loadingGifPath;
    public float speed = 1;
    public Vector2 drawPosition;
    List<Texture2D> gifFrames = new List<Texture2D>();
    void Awake()
        var gifImage = Image.FromFile(loadingGifPath);
        var dimension = new FrameDimension(gifImage.FrameDimensionsList[0]);
        int frameCount = gifImage.GetFrameCount(dimension);
        for (int i = 0; i < frameCount; i++)
            gifImage.SelectActiveFrame(dimension, i);
            var frame = new Bitmap(gifImage.Width, gifImage.Height);
            System.Drawing.Graphics.FromImage(frame).DrawImage(gifImage, Point.Empty);
            var frameTexture = new Texture2D(frame.Width, frame.Height);
            for (int x = 0; x < frame.Width; x++)
                for (int y = 0; y < frame.Height; y++)
                    System.Drawing.Color sourceColor = frame.GetPixel(x, y);
                    frameTexture.SetPixel(frame.Width - 1 - x, y, new Color32(sourceColor.R, sourceColor.G, sourceColor.B, sourceColor.A)); // for some reason, x is flipped
    void OnGUI()
        GUI.DrawTexture(new Rect(drawPosition.x, drawPosition.y, gifFrames[0].width, gifFrames[0].height), gifFrames[(int)(Time.frameCount * speed) % gifFrames.Count]);
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