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Unity Engine


GetPixels32

Gets the pixel color data for a mipmap level as Color32 structs.
Read time 3 minutesLast updated 4 days ago

Definition

  • Type: Method
  • Namespace: UnityEngine
  • Assembly: UnityEngine.CoreModule

GetPixels32(int)

Gets the pixel color data for a mipmap level as Color32 structs.
public Color32[] GetPixels32(int miplevel)

Parameters

miplevel

The mipmap level to get. The range is
0
through the texture's Texture.mipmapCount. The default value is
0
.

Returns

Type

Description

Color32[]An array that contains the pixel colors.

Remarks

This method gets pixel data from the texture in CPU memory. Texture.isReadable must be
true
.
The array contains the pixels slice by slice starting at the front of the texture. Each slice contains the pixels row by row, starting at the bottom left of the texture. The size of the array is the width × height × depth of the mipmap level.
Each pixel is a Color32 struct.
GetPixels32
might be slower than some other texture methods because it converts the format the texture uses into Color32. To get pixel data more quickly, use Texture3D.GetPixelData instead.
A single call to
GetPixels32
is usually faster than multiple calls to Texture3D.GetPixel, especially for large textures.
If
GetPixels32
fails, Unity throws an exception.
GetPixels32
might fail if the array contains too much data. Use Texture3D.GetPixelData instead for very large textures.
using UnityEngine;public class Texture3DExample : MonoBehaviour{ public Texture3D source; public Texture3D destination; void Start() { // Get a copy of the color data from the source Texture3D, in lower-precision int format. // Each element in the array represents the color data for an individual pixel. int sourceMipLevel = 0; Color32[] pixels = source.GetPixels32(sourceMipLevel); // If required, manipulate the pixels before applying them to the destination texture. // This example code reverses the array, which rotates the image 180 degrees. System.Array.Reverse(pixels, 0, pixels.Length); // Set the pixels of the destination Texture3D. int destinationMipLevel = 0; destination.SetPixels32(pixels, destinationMipLevel); // Apply changes to the destination Texture3D, which uploads its data to the GPU. destination.Apply(); }}

GetPixels32()

Gets the pixel color data for a mipmap level as Color32 structs.
public Color32[] GetPixels32()

Returns

Type

Description

Color32[]An array that contains the pixel colors.

Remarks

This method gets pixel data from the texture in CPU memory. Texture.isReadable must be
true
.
The array contains the pixels slice by slice starting at the front of the texture. Each slice contains the pixels row by row, starting at the bottom left of the texture. The size of the array is the width × height × depth of the mipmap level.
Each pixel is a Color32 struct.
GetPixels32
might be slower than some other texture methods because it converts the format the texture uses into Color32. To get pixel data more quickly, use Texture3D.GetPixelData instead.
A single call to
GetPixels32
is usually faster than multiple calls to Texture3D.GetPixel, especially for large textures.
If
GetPixels32
fails, Unity throws an exception.
GetPixels32
might fail if the array contains too much data. Use Texture3D.GetPixelData instead for very large textures.
using UnityEngine;public class Texture3DExample : MonoBehaviour{ public Texture3D source; public Texture3D destination; void Start() { // Get a copy of the color data from the source Texture3D, in lower-precision int format. // Each element in the array represents the color data for an individual pixel. int sourceMipLevel = 0; Color32[] pixels = source.GetPixels32(sourceMipLevel); // If required, manipulate the pixels before applying them to the destination texture. // This example code reverses the array, which rotates the image 180 degrees. System.Array.Reverse(pixels, 0, pixels.Length); // Set the pixels of the destination Texture3D. int destinationMipLevel = 0; destination.SetPixels32(pixels, destinationMipLevel); // Apply changes to the destination Texture3D, which uploads its data to the GPU. destination.Apply(); }}