# UpdateTileRaw(int, int, int, byte[])

> Update sparse texture tile with raw pixel values.

## Definition

* **Type:** Method
* **Namespace:** [UnityEngine](/engine/6000.7/script-reference/unityengine.md)
* **Assembly:** UnityEngine.CoreModule

```csharp
public void UpdateTileRaw(int tileX, int tileY, int miplevel, byte[] data)
```

### Parameters

**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): Tile X coordinate.**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): Tile Y coordinate.**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): Mipmap level of the texture.**** (\[byte\[]]\(https\://learn.microsoft.com/dotnet/api/system.byte)): Tile raw pixel data.

### Remarks

This function behaves just like [SparseTexture.UpdateTile](/engine/6000.7/script-reference/unityengine/sparsetexture/updatetile.md), except the data you pass already needs to be in the final texture format. This is mostly useful for compressed sparse textures, where you'd want to load already precompressed tile data.

Additional Resources: [SparseTexture.UnloadTile](/engine/6000.7/script-reference/unityengine/sparsetexture/unloadtile.md), [SparseTexture.UpdateTile](/engine/6000.7/script-reference/unityengine/sparsetexture/updatetile.md).
