Documentation

Unity Engine


User Manual

Script Reference

Unity Engine


SetPixels32

Sets the pixel colors of an entire mipmap level.
Read time 3 minutesLast updated 6 days ago

Definition

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

SetPixels32(Color32[], int)

Sets the pixel colors of an entire mipmap level.
public void SetPixels32(Color32[] colors, int miplevel)

Parameters

colors

The array of pixel colours to use. This is a 3D texture flattened to a 1D array.

miplevel

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

Remarks

This method sets pixel data for the texture in CPU memory. Texture.isReadable must be
true
, and you must call Texture3D.Apply after
SetPixels32
to upload the changed pixels to the GPU.
colors
must contain the pixels slice by slice starting at the front of the texture. Each slice must contain the pixels row by row, starting at the bottom left of the texture. The size of the array must be the width × height × depth of the mipmap level.
A single call to
SetPixels32
is usually faster than multiple calls to Texture3D.SetPixel, especially for large textures.
SetPixels32
might be slower than some other texture methods because it converts the Color32 struct into the format the texture uses. To set pixel data more quickly, use Texture3D.SetPixelData instead.
You can use
SetPixel32
with the following texture formats:
  • Alpha8
  • ARGB32
  • ARGB4444
  • BGRA32
  • R16
  • R16_SIGNED
  • R8
  • R8_SIGNED
  • RFloat
  • RG16
  • RG16_SIGNED
  • RG32
  • RG32_SIGNED
  • RGB24
  • RGB24_SIGNED
  • RGB48
  • RGB48_SIGNED
  • RGB565
  • RGB9e5Float
  • RGBA32
  • RGBA32_SIGNED
  • RGBA4444
  • RGBA64
  • RGBA64_SIGNED
  • RGBAFloat
  • RGBAHalf
  • RGFloat
  • RGHalf
  • RHalf
For all other formats,
SetPixels32
fails. Unity throws an exception when
SetPixels32
fails.

SetPixels32(Color32[])

Sets the pixel colors of an entire mipmap level.
public void SetPixels32(Color32[] colors)

Parameters

colors

The array of pixel colours to use. This is a 3D texture flattened to a 1D array.

Remarks

This method sets pixel data for the texture in CPU memory. Texture.isReadable must be
true
, and you must call Texture3D.Apply after
SetPixels32
to upload the changed pixels to the GPU.
colors
must contain the pixels slice by slice starting at the front of the texture. Each slice must contain the pixels row by row, starting at the bottom left of the texture. The size of the array must be the width × height × depth of the mipmap level.
A single call to
SetPixels32
is usually faster than multiple calls to Texture3D.SetPixel, especially for large textures.
SetPixels32
might be slower than some other texture methods because it converts the Color32 struct into the format the texture uses. To set pixel data more quickly, use Texture3D.SetPixelData instead.
You can use
SetPixel32
with the following texture formats:
  • Alpha8
  • ARGB32
  • ARGB4444
  • BGRA32
  • R16
  • R16_SIGNED
  • R8
  • R8_SIGNED
  • RFloat
  • RG16
  • RG16_SIGNED
  • RG32
  • RG32_SIGNED
  • RGB24
  • RGB24_SIGNED
  • RGB48
  • RGB48_SIGNED
  • RGB565
  • RGB9e5Float
  • RGBA32
  • RGBA32_SIGNED
  • RGBA4444
  • RGBA64
  • RGBA64_SIGNED
  • RGBAFloat
  • RGBAHalf
  • RGFloat
  • RGHalf
  • RHalf
For all other formats,
SetPixels32
fails. Unity throws an exception when
SetPixels32
fails.