# SetPixels32

> Sets the pixel colors of an entire mipmap level.

## Definition

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

## SetPixels32(Color32\[], int)

Sets the pixel colors of an entire mipmap level.

```csharp
public void SetPixels32(Color32[] colors, int miplevel)
```

### Parameters

**** (\[Color32\[]]\(/engine/6000.0/script-reference/unityengine/color32)): The array of pixel colours to use. This is a 3D texture flattened to a 1D array.**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): The mipmap level to write `colors` to. The range is `0` through the texture's [Texture.mipmapCount](/engine/6000.0/script-reference/unityengine/texture/mipmapcount.md). The default value is `0`.

### Remarks

This method sets pixel data for the texture in CPU memory. [Texture.isReadable](/engine/6000.0/script-reference/unityengine/texture/isreadable.md) must be `true`, and you must call [Texture3D.Apply](/engine/6000.0/script-reference/unityengine/texture3d/apply.md) 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](/engine/6000.0/script-reference/unityengine/texture3d/setpixel.md), especially for large textures.

`SetPixels32` might be slower than some other texture methods because it converts the [Color32](/engine/6000.0/script-reference/unityengine/color32.md) struct into the format the texture uses. To set pixel data more quickly, use [Texture3D.SetPixelData](/engine/6000.0/script-reference/unityengine/texture3d/setpixeldata.md) instead.

You can use `SetPixel32` with the following [texture formats](/engine/6000.0/script-reference/unityengine/textureformat.md):

* 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.

Additional Resources: [Texture3D.SetPixels](/engine/6000.0/script-reference/unityengine/texture3d/setpixels.md), [Texture3D.SetPixelData](/engine/6000.0/script-reference/unityengine/texture3d/setpixeldata.md), [Texture3D.GetPixels32](/engine/6000.0/script-reference/unityengine/texture3d/getpixels32.md), [Texture3D.GetPixels](/engine/6000.0/script-reference/unityengine/texture3d/getpixels.md), [Texture3D.Apply](/engine/6000.0/script-reference/unityengine/texture3d/apply.md), [mipmapCount](/engine/6000.0/script-reference/unityengine/texture/mipmapcount.md).

## SetPixels32(Color32\[])

Sets the pixel colors of an entire mipmap level.

```csharp
public void SetPixels32(Color32[] colors)
```

### Parameters

**** (\[Color32\[]]\(/engine/6000.0/script-reference/unityengine/color32)): 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](/engine/6000.0/script-reference/unityengine/texture/isreadable.md) must be `true`, and you must call [Texture3D.Apply](/engine/6000.0/script-reference/unityengine/texture3d/apply.md) 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](/engine/6000.0/script-reference/unityengine/texture3d/setpixel.md), especially for large textures.

`SetPixels32` might be slower than some other texture methods because it converts the [Color32](/engine/6000.0/script-reference/unityengine/color32.md) struct into the format the texture uses. To set pixel data more quickly, use [Texture3D.SetPixelData](/engine/6000.0/script-reference/unityengine/texture3d/setpixeldata.md) instead.

You can use `SetPixel32` with the following [texture formats](/engine/6000.0/script-reference/unityengine/textureformat.md):

* 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.

Additional Resources: [Texture3D.SetPixels](/engine/6000.0/script-reference/unityengine/texture3d/setpixels.md), [Texture3D.SetPixelData](/engine/6000.0/script-reference/unityengine/texture3d/setpixeldata.md), [Texture3D.GetPixels32](/engine/6000.0/script-reference/unityengine/texture3d/getpixels32.md), [Texture3D.GetPixels](/engine/6000.0/script-reference/unityengine/texture3d/getpixels.md), [Texture3D.Apply](/engine/6000.0/script-reference/unityengine/texture3d/apply.md), [mipmapCount](/engine/6000.0/script-reference/unityengine/texture/mipmapcount.md).
