Version: 2020.2
LanguageEnglish
  • C#

Cubemap.GetPixels

Suggest a change

Success!

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

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.

Close

Cancel

Switch to Manual
public Color[] GetPixels(CubemapFace face, int miplevel);

Parameters

face The face from which pixel data is taken.
miplevel Mipmap level for the chosen face.

Description

Returns pixel colors of a cubemap face.

This method returns an array of pixel colors of the whole mip level of a cubemap face.

The returned array is a flattened 2D array, where pixels are laid out right to left, 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 mipSize=max(1,width>>miplevel).

The texture must have the Is Readable flag set in the import settings, otherwise this method will fail. GetPixels is not available on Textures using Crunch texture compression.

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

Note: It is assumed that the six sides of each Cubemap are visible from the outside. This means pixels are laid out left to right, top to bottom (i.e. row after row). If the Cubemap surrounds the world then pixels appear right to left.

See Also: SetPixels, GetPixelData, mipmapCount.

// copy the +X face of a cubemap to a texture.

using UnityEngine; using System.Collections;

public class ExampleClass : MonoBehaviour { public Cubemap c; public Texture2D t; private Color[] CubeMapColors;

void Example() { CubeMapColors = c.GetPixels(CubemapFace.PositiveX); t.SetPixels(CubeMapColors); t.Apply(); } }