Version: 2019.4
LanguageEnglish
  • C#

CubemapArray.GetPixels32

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Declaration

public Color32[] GetPixels32(CubemapFace face, int arrayElement, int miplevel);

Parameters

face The cubemap face to read pixel data from.
arrayElement The array element ("slice") to read pixel data from.
miplevel The mip level to read pixel data from. The default is 0.

Returns

Color32[] An array that contains a copy of the requested pixel colors, represented by lower-precision Color32 structs.

Description

Retrieves a copy of the pixel color data for a given face of a given slice, at a given mip level. The colors are represented by lower-precision Color32 structs.

A single call to this function is usually faster than multiple calls to GetPixel, especially for large textures. This function is faster than GetPixels and uses less memory because it does not perform integer-to-float conversions.

For this function to succeed, Texture.isReadable must be true.

The returned array is a flattened 2D array, where the data appears row by row: the pixels are laid out left to right, bottom to top. The dimensions of the array are width * height of the mip level.

using UnityEngine;

public class CubemapArrayExample : MonoBehaviour { public CubemapArray source; public CubemapArray destination;

void Start() { // Get a copy of the color data from the source CubemapArray, in lower-precision int format. // Each element in the array represents the color data for an individual pixel. CubemapFace sourceFace = CubemapFace.PositiveX; int sourceSlice = 0; int sourceMipLevel = 0; Color32[] pixels = source.GetPixels32(sourceFace, sourceSlice, sourceMipLevel);

// If required, manipulate the pixels before applying them to the destination texture. // This example code reverses the array, which rotates the image 180 degrees. System.Array.Reverse(pixels, 0, pixels.Length);

// Set the pixels of the destination CubemapArray. CubemapFace destinationFace = CubemapFace.PositiveX; int destinationSlice = 0; int destinationMipLevel = 0; destination.SetPixels32(pixels, destinationFace, destinationSlice, destinationMipLevel);

// Apply changes to the destination CubemapArray, which uploads its data to the GPU. destination.Apply(); } }