Version: 2021.2
LanguageEnglish
  • C#

Cubemap.Apply

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

Declaration

public void Apply(bool updateMipmaps = true, bool makeNoLongerReadable = false);

Parameters

updateMipmaps When set to true, mipmap levels are recalculated.
makeNoLongerReadable When set to true, Unity discards the copy of pixel data in CPU-addressable memory after this operation.

Description

Actually apply all previous SetPixel and SetPixels changes.

If updateMipmaps is 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.

If makeNoLongerReadable is 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 false.

Apply is a potentially expensive operation, so you'll want to change as many pixels as possible between Apply calls.

See Also: SetPixel, SetPixels functions.

using UnityEngine;

public class Example : MonoBehaviour { public Cubemap cubeMap;

void Start() { cubeMap.SetPixel(CubemapFace.PositiveX, 0, 0, Color.red); // Do more changes to the faces... cubeMap.Apply(); // Apply the stuff done to the Cubemap. } }