Legacy Documentation: Version 2017.1 (Go to current version)
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.


Suggest a change


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.


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.



public function SetPixels32(colors: Color32[], miplevel: int = 0): void;
public void SetPixels32(Color32[] colors, int miplevel = 0);


Set a block of pixel colors.

This function takes a Color32 array and changes the pixel colors of the whole mip level of the texture. 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 left to right, bottom to top (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 mipWidth=max(1,width>>miplevel) and similarly for height.

This function works only on RGBA32, ARGB32 texture formats. For other formats SetPixels32 is ignored. The texture also has to have Is Readable flag set in the import settings.

Using SetPixels32 is faster than calling SetPixels.

See Also: SetPixels, GetPixels32, GetPixels, Apply, LoadRawTextureData, mipmapCount.

// This script will tint texture's mip levels in different colors
// (1st level red, 2nd green, 3rd blue). You can use it to see
// which mip levels are actually used and how.

function Start () { var rend = GetComponent.<Renderer>();

// duplicate the original texture and assign to the material var texture : Texture2D = Instantiate(rend.material.mainTexture); rend.material.mainTexture = texture;

// colors used to tint the first 3 mip levels var colors = new Color32[3]; colors[0] = Color.red; colors[1] = Color.green; colors[2] = Color.blue; var mipCount = Mathf.Min( 3, texture.mipmapCount );

// tint each mip level for( var mip = 0; mip < mipCount; ++mip ) { var cols = texture.GetPixels32( mip ); for( var i = 0; i < cols.Length; ++i ) { cols[i] = Color32.Lerp( cols[i], colors[mip], 0.33 ); } texture.SetPixels32( cols, mip ); }

// actually apply all SetPixels32, don't recalculate mip levels texture.Apply( false ); }

public function SetPixels32(x: int, y: int, blockWidth: int, blockHeight: int, colors: Color32[], miplevel: int = 0): void;
public void SetPixels32(int x, int y, int blockWidth, int blockHeight, Color32[] colors, int miplevel = 0);


Set a block of pixel colors.

This function is an extended version of SetPixels32 above; it does not modify the whole mip level but modifies only blockWidth by blockHeight region starting at x,y. The colors array must be blockWidth*blockHeight size, and the modified block must fit into the used mip level.

Did you find this page useful? Please give it a rating: