Cubemap.SetPixels
SetPixels(colors: Color[], face: CubemapFace, miplevel: int = 0): void;
void SetPixels(Color[] colors, CubemapFace face, int miplevel = 0);
def SetPixels(colors as Color[], face as CubemapFace, miplevel as int = 0) as void
Parameters

colors Pixel data for the Cubemap face.
face The face to which the new data should be applied.
miplevel The mipmap level for the face.
Description

Sets pixel colors of a cubemap face.

This function takes a color array and changes the pixel colors of the whole cubemap face. Call Apply to actually upload the changed pixels to the graphics card.

The colors array is a flattened 2D array, where pixels are laid out right to left, top to bottom (i.e. row after row). Array size must be at least width by height of the mip level used. The default mip level is zero (the base texture) in which case the size is just the size of the texture. In general case, mip level size is mipSize=max(1,width>>miplevel).

This function works only on ARGB32, RGB24 and Alpha8 texture formats. For other formats SetPixels is ignored.

See Also: GetPixels, Apply, mipmapCount.
	// copy a texture to the +X face of a cubemap
	var c : Cubemap;
	private var CubeMapColors : Color[];
	var t : Texture2D;
	CubeMapColors = t.GetPixels();
	c.SetPixels(CubeMapColors,CubemapFace.PositiveX);
	c.Apply(); //Apply changes to the face of the Cubemap
using UnityEngine;
using System.Collections;

public class Example : MonoBehaviour {
    public Cubemap c;
    private Color[] CubeMapColors;
    public Texture2D t;
    void Example() {
        CubeMapColors = t.GetPixels();
        c.SetPixels(CubeMapColors, CubemapFace.PositiveX);
        c.Apply();
    }
}
import UnityEngine
import System.Collections

public class Example(MonoBehaviour):

	public c as Cubemap

	private CubeMapColors as (Color)

	public t as Texture2D

	def Example() as void:
		CubeMapColors = t.GetPixels()
		c.SetPixels(CubeMapColors, CubemapFace.PositiveX)
		c.Apply()