Select your preferred scripting language. All code snippets will be displayed in this language.
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
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
|src||The resource to read the data from.|
|size||Size in bytes of the data to be retrieved from the ComputeBuffer.|
|offset||Offset in bytes in the ComputeBuffer.|
|mipIndex||The index of the mipmap to be fetched.|
|dstFormat||The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU.|
|x||Starting X coordinate in pixels of the Texture data to be fetched.|
|width||Width in pixels of the Texture data to be fetched.|
|y||Starting Y coordinate in pixels of the Texture data to be fetched.|
|height||Height in pixels of the Texture data to be fetched.|
|z||Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched.|
|depth||Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray.|
AsyncGPUReadbackRequest An AsyncGPUReadbackRequest that can be used to both access the data and check whether it is available.
Triggers a request to asynchronously fetch the data from a GPU resource.
If an error occurs due to some invalid arguments being passed to this method, a request with an error is returned. If a request with an error is returned, calling AsyncGPUReadbackRequest.hasError on that request will return true.
Did you find this page useful? Please give it a rating: