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CloseReturns pixel color at coordinates (x, y).
If the pixel coordinates are out of bounds (larger than width/height or small than 0),
they will be clamped or repeated based on the texture's wrap mode.
Texture coordinates start at lower left corner.
If you are reading a large block of pixels from the texture, it may be faster
to use GetPixels32 or GetPixels which returns a whole block of pixel colors.
The texture must have the read/write enabled flag set in the texture import settings, otherwise this function will fail. GetPixel is not available on Textures using Crunch texture compression.
See Also: GetPixels32, GetPixels, SetPixel, GetPixelBilinear.
// Sets the y coordinate of the transform to follow the heightmap using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { public Texture2D heightmap; public Vector3 size = new Vector3(100, 10, 100);
void Update() { int x = Mathf.FloorToInt(transform.position.x / size.x * heightmap.width); int z = Mathf.FloorToInt(transform.position.z / size.z * heightmap.height); Vector3 pos = transform.position; pos.y = heightmap.GetPixel(x, z).grayscale * size.y; transform.position = pos; } }
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