Version: 2019.3
  • C#


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 Color[] GetPixels();


Get a block of pixel colors.

This function returns an array of pixel colors of the whole mip level of the texture.

The returned array is a flattened 2D array, where pixels are laid out left to right, top to bottom (i.e. row after row). Array size is 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.

Using GetPixels can be faster than calling GetPixel repeatedly, especially for large textures. In addition, GetPixels can access individual mipmap levels.

public Color[] GetPixels(int x, int y, int blockWidth, int blockHeight);


Get a block of pixel colors.

This function is an extended version of GetPixels above; it does not return the whole mip level but only blockWidth by blockHeight region starting at x,y. The block is limited by the size of the used mipmap level (must refer to a block of pixels within the mipmap). The size of the returned array is blockWidth*blockHeight.

Note: For depth data based WebCamTexture instances, this method returns an array of the depth values via Color.r property. See Also: WebCamTexture.isDepth.