# Resize

> Resizes the texture.

## Definition

* **Type:** Method
* **Namespace:** [UnityEngine](/engine/6000.5/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/6000.5/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/6000.5/script-reference/unityengine/texture2d/apply.md) to actually upload the changed pixels to the graphics card.

[Texture.isReadable](/engine/6000.5/script-reference/unityengine/texture/isreadable.md) must be `true`.

Note that Resize does not automatically update the [special texture properties](/engine/6000.5/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/6000.5/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/6000.5/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/6000.5/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/6000.5/script-reference/unityengine/texture2d/apply.md) to actually upload the changed pixels to the graphics card.

[Texture.isReadable](/engine/6000.5/script-reference/unityengine/texture/isreadable.md) must be `true`.

Note that Resize does not automatically update the [special texture properties](/engine/6000.5/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/6000.5/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/6000.5/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/6000.5/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/6000.5/script-reference/unityengine/texture2d/apply.md) to actually upload the changed pixels to the graphics card.

[Texture.isReadable](/engine/6000.5/script-reference/unityengine/texture/isreadable.md) must be `true`.

Note that Resize does not automatically update the [special texture properties](/engine/6000.5/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.
