Version: 2022.3
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Texture3D.GetPixels

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Declaration

public Color[] GetPixels(int miplevel);

Declaration

public Color[] GetPixels();

Parameters

miplevel The mipmap level to get. The range is 0 through the texture's Texture.mipmapCount. The default value is 0.

Returns

Color[] An array that contains the pixel colors.

Description

Gets the pixel color data for a mipmap level as Color structs.

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

The array contains the pixels slice by slice starting at the front of the texture. Each slice contains the pixels row by row, starting at the bottom left of the texture. The size of the array is the width × height × depth of the mipmap level.

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

A single call to GetPixels is usually faster than multiple calls to GetPixel, especially for large textures.

If GetPixels fails, Unity throws an exception. GetPixels might fail if the array contains too much data. Use GetPixelData instead for very large textures.

You can't use GetPixel with textures that use Crunch texture compression. Use GetPixels32 instead.

using UnityEngine;

public class Texture3DExample : MonoBehaviour { public Texture3D source; public Texture3D destination;

void Start() { // Get a copy of the color data from the source Texture3D, in high-precision float format. // Each element in the array represents the color data for an individual pixel. int sourceMipLevel = 0; Color[] pixels = source.GetPixels(sourceMipLevel);

// If required, manipulate the pixels before applying them to the destination texture. // 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 Texture3D. int destinationMipLevel = 0; destination.SetPixels(pixels, destinationMipLevel);

// Apply changes to the destination Texture3D, which uploads its data to the GPU. destination.Apply(); } }