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
|updateMipmaps||When set to true, mipmap levels are recalculated.|
|makeNoLongerReadable||Whether to discard the copy of pixel data in CPU-addressable memory after this operation.|
Actually apply all previous SetPixels changes.
true, the mipmap levels are recalculated as well, using
the base level as a source. Usually you want to use
true in all cases except when
you've modified the mip levels yourself using SetPixels.
true, Unity will free the memory used to store the CPU-addressable copy of the pixel data after uploading it to the GPU. isReadable becomes
false. By default
makeNoLongerReadable is set to
Apply is a potentially expensive operation, so you'll want to change as many pixels as possible between
Alternatively, if you don't need to access the pixels on the CPU, you could use Graphics.CopyTexture for fast GPU-side texture data copies. Note that calling
Apply may undo the results of previous calls to Graphics.CopyTexture.
See Also: SetPixels, Graphics.CopyTexture.