---
title: 스크립트에서 2D 텍스처 배열 생성
product: Unity Editor
version: '6000.0'
latest_version: '7000.0'
status: outdated
canonical: https://docs.unity.com/ko-kr/engine/6000.0/manual/materials-and-shaders/textures/class-texture2darray/create
latest_url: https://docs.unity.com/ko-kr/engine/7000.0/manual/materials-and-shaders/textures/class-texture2darray/create.md
last_updated: 2026-09-14
generated_at: 2026-11-03T14:49:09.099Z
locale: ko-kr
---

# 스크립트에서 2D 텍스처 배열 생성

> **Note:** This page documents version 6000.0. The latest version is 7000.0: https://docs.unity.com/ko-kr/engine/7000.0/manual/materials-and-shaders/textures/class-texture2darray/create.md

> Use the Texture2DArray API to initialize a 3D texture and set the pixel data.

스크립트에서 2D 텍스처 배열을 생성하려면 [`Texture2DArray`](/engine/6000.0/script-reference/unity-engine/texture-2-d-array.md) API를 사용합니다.

예시:

```csharp
// Set the 2D texture array parameters
int width = 32;
int height = 32;
int slices = 8;
TextureFormat format = TextureFormat.RGBA32;
bool mipChain = false;

// Create a 2D texture array with a width and height of 32 pixels, and 8 slices
Texture2DArray textureArray = new Texture2DArray(width, height, slices, format, mipChain);
```

## 예제##example

다음 예시에서는 2D 텍스처 배열 클래스의 인스턴스를 생성하고, 각 슬라이스를 다른 컬러로 설정한 다음, 2D 텍스처 배열을 프로젝트에 직렬화된 에셋 파일로 저장합니다.

```csharp
using UnityEditor;
using UnityEngine;

public class ExampleEditorScript : MonoBehaviour
{
    [MenuItem("Examples/Create2DTextureArray")]
    static void Create2DTextureArray()
    {
        // Set the texture parameters
        int width = 32;
        int height = 32;
        int slices = 3;
        TextureFormat format = TextureFormat.RGBA32;
        bool mipChain = false;

        // Create the texture array and apply the parameters
        Texture2DArray textureArray = new Texture2DArray(width, height, slices, format, mipChain);

        // Create a 2D array of colors, to store color data for each pixel in a slice
        Color[] colors = new Color[width * height];

        // Loop through each slice
        for (int slice = 0; slice < slices; slice++)
        {
            // Generate a random color
            Color randomColor = new Color(Random.value, Random.value, Random.value, 1f);

            // Set all the pixels in the color array to the random color
            for (int color = 0; color < colors.Length; color++)
            {
                colors[color] = randomColor;
            }

            // Set the pixels of the slice to the color array
            textureArray.SetPixels(colors, slice);
        }

        // Apply the changes to the texture array by uploading the updated pixels to the GPU
        textureArray.Apply();

        // Save the texture array to your Unity project
        AssetDatabase.CreateAsset(textureArray, "Assets/Example2DTextureArray.asset");
    }
}
```
