Version: 2022.2
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Texture2D.Apply

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Declaration

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

Parameters

updateMipmaps When the value is true, Unity recalculates mipmap levels, using mipmap level 0 as the source. The default value is true.
makeNoLongerReadable When the value is true, Unity deletes the texture in CPU memory after it uploads it to the GPU, and sets isReadable to false. The default value is false.

Description

Copies changes you've made in a CPU texture to the GPU.

For most types of textures, Unity can store a copy of the texture in both CPU and GPU memory. The CPU copy is optional. If the CPU copy exists, you can read from and write to the CPU copy more flexibly than the GPU copy, for example using GetPixels. But to render the updated texture, you must use Apply to copy it from the CPU to the GPU.

If you set makeNoLongerReadable to true, Unity deletes the CPU copy of the texture after it uploads it to the GPU.

You usually only set updateMipmaps to false if you've already updated the mipmap levels, for example using SetPixels.

Apply is an expensive operation because it copies all the pixels in the texture even if you've only changed some of the pixels, so change as many pixels as possible before you call it.

// Create a new texture and assign it to the renderer's material
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { void Start() { Texture2D texture = new Texture2D(128, 128); GetComponent<Renderer>().material.mainTexture = texture;

for (int y = 0; y < texture.height; y++) { for (int x = 0; x < texture.width; x++) { Color color = ((x & y) != 0 ? Color.white : Color.gray); texture.SetPixel(x, y, color); } } texture.Apply(); } }

See Also: SetPixel, SetPixels functions, Graphics.CopyTexture.