|
Returns 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 repeat based on the texture's wrap mode.
If you are reading a large block of pixels from the texture, it may be faster to use GetPixels which returns a whole block of pixel colors.
The texture must have the Is Readable flag set in the import settings, otherwise this function will fail. See Also: GetPixels, SetPixel, GetPixelBilinear.
// Sets the y coordinate of the transform to follow the heightmap
var heightmap : Texture2D;
var size = Vector3 (100, 10, 100);
function Update () {
var x : int = transform.position.x / size.x * heightmap.width;
var z : int = transform.position.z / size.z * heightmap.height;
transform.position.y = heightmap.GetPixel(x, z).grayscale * size.y;
}
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
public Texture2D heightmap;
public Vector3 size = new Vector3(100, 10, 100);
void Update() {
int x = transform.position.x / size.x * heightmap.width;
int z = transform.position.z / size.z * heightmap.height;
transform.position.y = heightmap.GetPixel(x, z).grayscale * size.y;
}
}
import UnityEngine
import System.Collections
class example(MonoBehaviour):
public heightmap as Texture2D
public size as Vector3 = Vector3(100, 10, 100)
def Update():
x as int = ((transform.position.x / size.x) * heightmap.width)
z as int = ((transform.position.z / size.z) * heightmap.height)
transform.position.y = (heightmap.GetPixel(x, z).grayscale * size.y)