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class in UnityEngine
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Class for handling 2D texture arrays.
Modern graphics APIs (e.g. D3D10 and later, OpenGL ES 3.0 and later, Metal etc.) support "texture arrays", which is an array of same size & format textures.
From the shader side, they are treated as a single resource, and sampling them needs an extra coordinate that indicates which array element to sample from.
Typically texture arrays are useful as an alternative for texture atlases, or in other cases where objects use a set of same-sized textures (e.g. terrains).
Currently in Unity texture arrays do not have an import pipeline for them, and must be created from code, either at runtime or in editor scripts. Using Graphics.CopyTexture is useful for fast copying of pixel data from regular 2D textures into elements of a texture array. From editor scripts, a common way of creating serialized texture array is to create it, fill with data (either via Graphics.CopyTexture from regular 2D textures, or via SetPixels or SetPixels32) and save it as an asset via AssetDatabase.CreateAsset.
Note that not all platforms and GPUs support texture arrays; for example Direct3D9 and OpenGL ES 2.0 do not. Use SystemInfo.supports2DArrayTextures to check.
|depth||Number of elements in a texture array (Read Only).|
|format||Texture format (Read Only).|
|Texture2DArray||Create a new texture array.|
|Apply||Actually apply all previous SetPixels changes.|
|GetPixels||Returns pixel colors of a single array slice.|
|GetPixels32||Returns pixel colors of a single array slice.|
|SetPixels||Set pixel colors for the whole mip level.|
|SetPixels32||Set pixel colors for the whole mip level.|
|hideFlags||Should the object be hidden, saved with the scene or modifiable by the user?|
|name||The name of the object.|
|anisoLevel||Anisotropic filtering level of the texture.|
|dimension||Dimensionality (type) of the texture (Read Only).|
|filterMode||Filtering mode of the texture.|
|height||Height of the texture in pixels. (Read Only)|
|imageContentsHash||The hash value of the Texture.|
|mipMapBias||Mip map bias of the texture.|
|updateCount||This counter is incremented when the texture is updated.|
|width||Width of the texture in pixels. (Read Only)|
|wrapMode||Texture coordinate wrapping mode.|
|wrapModeU||Texture U coordinate wrapping mode.|
|wrapModeV||Texture V coordinate wrapping mode.|
|wrapModeW||Texture W coordinate wrapping mode for Texture3D.|
|GetInstanceID||Returns the instance id of the object.|
|ToString||Returns the name of the GameObject.|
|GetNativeTexturePtr||Retrieve a native (underlying graphics API) pointer to the texture resource.|
|IncrementUpdateCount||Increment the update counter.|
|Destroy||Removes a gameobject, component or asset.|
|DestroyImmediate||Destroys the object obj immediately. You are strongly recommended to use Destroy instead.|
|DontDestroyOnLoad||Makes the object target not be destroyed automatically when loading a new scene.|
|FindObjectOfType||Returns the first active loaded object of Type type.|
|FindObjectsOfType||Returns a list of all active loaded objects of Type type.|
|Instantiate||Clones the object original and returns the clone.|
|SetGlobalAnisotropicFilteringLimits||Sets Anisotropic limits.|
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