Version: 2022.3
  • C#


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public Color GetPixel(CubemapFace face, int x, int y, int mip = 0);


x The x coordinate of the pixel to get. The range is 0 through (texture width - 1).
y The y coordinate of the pixel to get. The range is 0 through (texture height - 1).
mip The mipmap level to sample. The range is 0 through the texture's Texture.mipmapCount. The default value is 0.
face The CubemapFace to sample.


Color The pixel color.


Gets the pixel color at coordinates (x, y).

This method gets pixel data from the texture in CPU memory. Texture.isReadable must be true.

The lower left corner of a face is (0, 0). If the pixel coordinate is outside the texture's dimensions, Unity clamps or repeats it, depending on the texture's TextureWrapMode.

GetPixel might be slower than some other texture methods because it converts the format the texture uses into Color. GetPixel also needs to decompress compressed textures, and use memory to store the decompressed area. To get pixel data more quickly, use GetPixelData instead.

If you need to get a large block of pixels, it might be faster to use GetPixels.

You can't use GetPixel with textures that use Crunch texture compression.

Additional resources: GetPixels, SetPixel.

using UnityEngine;

public class Example : MonoBehaviour { public Cubemap texture;

void Start() { // prints the color of the pixel at (0,0) of the +X face Debug.Log(texture.GetPixel(CubemapFace.PositiveX, 0, 0)); } }