Version: 2022.1
LanguageEnglish
  • C#

Texture2D.GetPixel

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Declaration

public Color GetPixel(int x, int y, int mipLevel = 0);

Parameters

x X coordinate of the pixel to set.
y Y coordinate of the pixel to set.
mipLevel Mip level to sample, must be in the range [0, mipCount[.

Returns

Color Pixel color sampled.

Description

Returns pixel color at coordinates (x, y).

If the pixel coordinates are out of bounds (larger than width/height or smaller than 0), they will be clamped or repeated based on the texture's wrap mode.

Texture coordinates start at lower left corner.

If you are reading a large block of pixels from the texture, it may be faster to use GetPixels32 or GetPixels which returns a whole block of pixel colors.

Texture.isReadable must be true. GetPixel is not available on Textures using Crunch texture compression.

See Also: GetPixels32, GetPixels, SetPixel, GetPixelBilinear.

// Sets the y coordinate of the transform to follow the heightmap
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public Texture2D heightmap; public Vector3 size = new Vector3(100, 10, 100);

void Update() { int x = Mathf.FloorToInt(transform.position.x / size.x * heightmap.width); int z = Mathf.FloorToInt(transform.position.z / size.z * heightmap.height); Vector3 pos = transform.position; pos.y = heightmap.GetPixel(x, z).grayscale * size.y; transform.position = pos; } }