Version: Unity 6.1 Alpha (6000.1)
LanguageEnglish
  • C#

Texture3D.CopyPixels

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Declaration

public void CopyPixels(Texture src);

Declaration

public void CopyPixels(Texture src, int srcElement, int srcMip, int dstElement, int dstMip);

Declaration

public void CopyPixels(Texture src, int srcElement, int srcMip, int srcX, int srcY, int srcWidth, int srcHeight, int dstElement, int dstMip, int dstX, int dstY);

Parameters

src The source texture.
srcElement The element in the source texture to copy from. For example, the CubemapFace in a Cubemap or the slice in a texture array. Set the value to 0 if src is a 2D texture.
srcMip The mipmap level to copy from. The range is 0 through the source texture's Texture.mipmapCount. The default value is 0.
dstElement The depth slice to copy to in this 3D texture.
dstMip The mipmap level to write to. The range is 0 through this texture's Texture.mipmapCount. The default value is 0.
srcX The starting x coordinate of src to copy from. 0 is the left of the texture.
srcY The starting y coordinate of src to copy from. 0 is the bottom of the texture.
srcWidth The width of src to copy.
srcHeight The height of src to copy.
dstX The x coordinate of this texture to copy to.
dstY The y coordinate to this texture to copy to.

Description

Copies pixel data from another texture on the CPU.

This method copies pixel data from a source texture to this one on the CPU. Texture.isReadable must be true for both the texture and src, and you must call Apply after CopyPixels to upload the changed pixels to the GPU.

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. If you only need to copy pixels on the GPU, Graphics.CopyTexture with GraphicsTexture parameters is faster to use instead.

To use CopyPixels, the size to be copied must be the same in both textures. Use the region-based overload to specify a smaller region than a full mipmap level.

Crunch compressed texture formats are not supported in the element-based overload. Compressed texture formats are not supported at all for for the region-based overload. Unity throws a UnityException if either texture is unreadable, and throws an ArgumentException if CopyPixels fails.

Additional resources: Apply, Graphics.CopyTexture, SetPixels.