Version: Unity 6 (6000.0)
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Texture2DArray Constructor

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Declaration

public Texture2DArray(int width, int height, int depth, TextureFormat textureFormat, bool mipChain, bool linear = false);

Declaration

public Texture2DArray(int width, int height, int depth, TextureFormat textureFormat, bool mipChain, bool linear = false, bool createUninitialized = false);

Declaration

public Texture2DArray(int width, int height, int depth, TextureFormat textureFormat, int mipCount, bool linear);

Declaration

public Texture2DArray(int width, int height, int depth, TextureFormat textureFormat, int mipCount, bool linear, bool createUninitialized);

Declaration

public Texture2DArray(int width, int height, int depth, TextureFormat textureFormat, int mipCount, bool linear, bool createUninitialized, MipmapLimitDescriptor mipmapLimitDescriptor);

Parameters

width Width of texture array in pixels.
height Height of texture array in pixels.
depth Number of elements in the texture array.
linear Does the texture contain non-color data (i.e. don't do any color space conversions when sampling)? Default is false.
textureFormat Format of the texture.
mipChain Should mipmaps be created?
mipCount Amount of mips to allocate for the texture array.
createUninitialized Use this flag to create the texture with uninitialized data. When overriding all texels anyway, this can lead to improved performance and reduced memory usage.
mipmapLimitDescriptor Determines whether the texture uses a mipmap limit, and which mipmap limit to use. See MipmapLimitDescriptor

Description

Create a new texture array.

Enable createUninitialized to make the texture reference uninitialized data (both on the CPU and GPU). When overriding all texels, this can lead to improved performance and reduced memory usage during construction. Note that sampling an uninitialized texture gives unpredictable values.

Usually you will want to set the colors of the texture after creating it. Use SetPixels, SetPixels32 or Graphics.CopyTexture functions for that.

Note that this class does not support Texture2DArray creation with a Crunch compression TextureFormat.

When you enable mipmap limits with a mipmapLimitDescriptor, a readable CPU copy is required for the texture to reupload when quality settings change. If the texture is made nonreadable (see Texture2DArray.Apply), the uploaded resolution will no longer adapt to the active quality level.