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Unity Engine


GetPixels32(Color32[])

Gets the pixel color data for a mipmap level as Color32 structs.
Read time 1 minuteLast updated 4 days ago

Definition

  • Type: Method
  • Namespace: UnityEngine
  • Assembly: UnityEngine.AudioModule
public Color32[] GetPixels32(Color32[] colors)

Parameters

colors

An optional array to write the pixel data to.

Returns

Type

Description

Color32[]An array that contains the pixel colors.

Remarks

This method gets pixel data from the texture in CPU memory. _isReadable must be
true
.
The array contains the pixels row by row, starting at the bottom left of the texture. The size of the array is the width × height of the texture.
Each pixel is a Color32 struct.
A single call to
GetPixels32
is usually faster than multiple calls to WebCamTexture.GetPixel, especially for large textures.
If
GetPixels32
fails, Unity throws an exception.
GetPixels32
might fail if the array contains too much data.
You can optionally pass in an array of Color32 structs to avoid allocating new memory each frame. This can improve performance if you are continuously reading data from the camera. The array must be initialized to the dimensions
width * height
of the texture. If you don't pass an array, Unity will allocate one and return it.

Examples

using UnityEngine;public class Example : MonoBehaviour{ WebCamTexture webcamTexture; Color32[] data; void Start() { // Start web cam feed webcamTexture = new WebCamTexture(); webcamTexture.Play(); data = new Color32[webcamTexture.width * webcamTexture.height]; } void Update() { webcamTexture.GetPixels32(data); // Do processing of data here. }}