GenerateTexture
Generates Texture2D and Sprite Assets based on the settings provided.
Read time 3 minutesLast updated 16 days ago
Definition
- Type: Method
- Namespace: UnityEditor.AssetImporters
- Assembly: UnityEditor.CoreModule
GenerateTexture(TextureGenerationSettings, NativeArray<Color32>)
public static TextureGenerationOutput GenerateTexture(TextureGenerationSettings settings, NativeArray<Color32> colorBuffer)
Parameters
Returns
Type | Description |
|---|---|
| TextureGenerationOutput | Result of the generation. |
Remarks
As Unity may perform in-place processing of , it is recommended that you make a copy of its original data if you need it after this method returns.
colorBufferThe overloads accept any writable contiguous block of memory, such as a managed array or a NativeArray.
System.Span<T>GenerateTexture(TextureGenerationSettings, NativeArray<Color>)
public static TextureGenerationOutput GenerateTexture(TextureGenerationSettings settings, NativeArray<Color> colorBuffer)
Parameters
Returns
Type | Description |
|---|---|
| TextureGenerationOutput | Result of the generation. |
Remarks
As Unity may perform in-place processing of , it is recommended that you make a copy of its original data if you need it after this method returns.
colorBufferThe overloads accept any writable contiguous block of memory, such as a managed array or a NativeArray.
System.Span<T>GenerateTexture(TextureGenerationSettings, Span<Color32>)
public static TextureGenerationOutput GenerateTexture(TextureGenerationSettings settings, Span<Color32> colorBuffer)
Parameters
Returns
Type | Description |
|---|---|
| TextureGenerationOutput | Result of the generation. |
Remarks
As Unity may perform in-place processing of , it is recommended that you make a copy of its original data if you need it after this method returns.
colorBufferThe overloads accept any writable contiguous block of memory, such as a managed array or a NativeArray.
System.Span<T>GenerateTexture(TextureGenerationSettings, Span<Color>)
public static TextureGenerationOutput GenerateTexture(TextureGenerationSettings settings, Span<Color> colorBuffer)
Parameters
Returns
Type | Description |
|---|---|
| TextureGenerationOutput | Result of the generation. |
Remarks
As Unity may perform in-place processing of , it is recommended that you make a copy of its original data if you need it after this method returns.
colorBufferThe overloads accept any writable contiguous block of memory, such as a managed array or a NativeArray.
System.Span<T>