miplevel | The mip level to read pixel data from. The default is 0 . |
Color32[] An array that contains a copy of the requested pixel colors.
Retrieves a copy of the pixel color data at a given mip level. The colors are represented by lower-precision Color32 structs.
A single call to this function is usually faster than multiple calls to GetPixel, especially for large textures. This function is faster than GetPixels and uses less memory because it does not perform integer-to-float conversions. For a direct view into the pixel data, use GetPixelData or GetRawTextureData.
For this function to succeed, Texture.isReadable must be true
.
This function returns a flattened 2D array where the data appears row by row. Unity lays out the array's pixels left to right, bottom to top. The dimensions of the array are the width * height
of the mip level.
This function fails if the array it returns contains too much data for Unity to handle in a script. You can use GetPixelData or GetRawTextureData to work around this limitation.
If this function fails, Unity throws an exception.
using UnityEngine;
public class Texture2DExample : MonoBehaviour { public Texture2D source; public Texture2D destination;
void Start() { // Get a copy of the color data from the source Texture2D, in lower-precision int format. // Each element in the array represents the color data for an individual pixel. int sourceMipLevel = 0; Color32[] pixels = source.GetPixels32(sourceMipLevel);
// If required, manipulate the pixels before applying them to the destination Texture2D. // This example code reverses the array, which rotates the image 180 degrees. System.Array.Reverse(pixels, 0, pixels.Length);
// Set the pixels of the destination Texture2D. int destinationMipLevel = 0; destination.SetPixels32(pixels, destinationMipLevel);
// Apply changes to the destination Texture2D, which uploads its data to the GPU. destination.Apply(); } }
See Also: SetPixels, GetPixelData, mipmapCount.