# Resize

> Resizes the texture.

## Definition

* **Type:** Method
* **Namespace:** [UnityEngine](/engine/6000.0/script-reference/unityengine.md)
* **Assembly:** UnityEngine.CoreModule

## Resize(int, int)

Resizes the texture.

> **Warning:**
>
> **Deprecated.** Texture2D.Resize(int, int) has been deprecated because it actually reinitializes the texture. Use Texture2D.Reinitialize(int, int) instead
>
> **Upgrade to** [Texture2D.Reinitialize](/engine/6000.0/script-reference/unityengine/texture2d/reinitialize.md)

```csharp
public bool Resize(int width, int height)
```

### Parameters

**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): **** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)):&#x20;

### Returns

| Type                                                          | Description |
| ------------------------------------------------------------- | ----------- |
| [bool](https://learn.microsoft.com/dotnet/api/system.boolean) |             |

### Remarks

Changes size of texture to width by height. After resizing, texture pixels will be undefined. This function is very similar to texture constructor, except it works on existing texture object.

Call [Texture2D.Apply](/engine/6000.0/script-reference/unityengine/texture2d/apply.md) to actually upload the changed pixels to the graphics card.

[Texture.isReadable](/engine/6000.0/script-reference/unityengine/texture/isreadable.md) must be `true`.

Note that Resize does not automatically update the [special texture properties](/engine/6000.0/manual/materials-and-shaders/shaders/writing-custom/shader-writing/writing-shader-change-properties/sl-properties-in-programs.md) \{TextureName}`_TexelSize` and \{TextureName}`_HDR` that are set automatically on shaders and materials that use the texture. After using Resize, you should update these properties manually on your material/shader if you need them.

## Resize(int, int, TextureFormat, bool)

Resizes the texture.

> **Warning:**
>
> **Deprecated.** Texture2D.Resize(int, int, TextureFormat, bool) has been deprecated because it actually reinitializes the texture. Use Texture2D.Reinitialize(int, int, TextureFormat, bool) instead
>
> **Upgrade to** [Texture2D.Reinitialize](/engine/6000.0/script-reference/unityengine/texture2d/reinitialize.md)

```csharp
public bool Resize(int width, int height, TextureFormat format, bool hasMipMap)
```

### Parameters

**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): **** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): **** (\[TextureFormat]\(/engine/6000.0/script-reference/unityengine/textureformat)): **** (\[bool]\(https\://learn.microsoft.com/dotnet/api/system.boolean)):&#x20;

### Returns

| Type                                                          | Description |
| ------------------------------------------------------------- | ----------- |
| [bool](https://learn.microsoft.com/dotnet/api/system.boolean) |             |

### Remarks

Obsolete: Use [Texture2D.Reinitialize](/engine/6000.0/script-reference/unityengine/texture2d/reinitialize.md) instead.

Changes size of texture to `width` by `height`, format to `textureFormat` and optionally creates mipmaps. After resizing, texture pixels will be undefined. This function is very similar to the texture constructor, except it works on existing texture object.

Call [Texture2D.Apply](/engine/6000.0/script-reference/unityengine/texture2d/apply.md) to actually upload the changed pixels to the graphics card.

[Texture.isReadable](/engine/6000.0/script-reference/unityengine/texture/isreadable.md) must be `true`.

Note that Resize does not automatically update the [special texture properties](/engine/6000.0/manual/materials-and-shaders/shaders/writing-custom/shader-writing/writing-shader-change-properties/sl-properties-in-programs.md) \{TextureName}`_TexelSize` and \{TextureName}`_HDR` that are set automatically on shaders and materials that use the texture. After using Resize, you should update these properties manually on your material/shader if you need them.

## Resize(int, int, GraphicsFormat, bool)

Resizes the texture.

> **Warning:**
>
> **Deprecated.** Texture2D.Resize(int, int, GraphicsFormat, bool) has been deprecated because it actually reinitializes the texture. Use Texture2D.Reinitialize(int, int, GraphicsFormat, bool) instead
>
> **Upgrade to** [Texture2D.Reinitialize](/engine/6000.0/script-reference/unityengine/texture2d/reinitialize.md)

```csharp
public bool Resize(int width, int height, GraphicsFormat format, bool hasMipMap)
```

### Parameters

**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): **** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): **** (\[GraphicsFormat]\(/engine/6000.0/script-reference/unityengine/experimental/rendering/graphicsformat)): **** (\[bool]\(https\://learn.microsoft.com/dotnet/api/system.boolean)):&#x20;

### Returns

| Type                                                          | Description |
| ------------------------------------------------------------- | ----------- |
| [bool](https://learn.microsoft.com/dotnet/api/system.boolean) |             |

### Remarks

Obsolete: Use [Texture2D.Reinitialize](/engine/6000.0/script-reference/unityengine/texture2d/reinitialize.md) instead.

Changes size of texture to `width` by `height`, format to `textureFormat` and optionally creates mipmaps. After resizing, texture pixels will be undefined. This function is very similar to the texture constructor, except it works on existing texture object.

Call [Texture2D.Apply](/engine/6000.0/script-reference/unityengine/texture2d/apply.md) to actually upload the changed pixels to the graphics card.

[Texture.isReadable](/engine/6000.0/script-reference/unityengine/texture/isreadable.md) must be `true`.

Note that Resize does not automatically update the [special texture properties](/engine/6000.0/manual/materials-and-shaders/shaders/writing-custom/shader-writing/writing-shader-change-properties/sl-properties-in-programs.md) \{TextureName}`_TexelSize` and \{TextureName}`_HDR` that are set automatically on shaders and materials that use the texture. After using Resize, you should update these properties manually on your material/shader if you need them.
