colors | The array of pixel colours to use. This is a 2D image flattened to a 1D array. |
arrayElement | The array slice to write colors to. |
miplevel | The mipmap level to write colors to. The range is 0 through the texture's Texture.mipmapCount. The default value is 0 . |
Sets the pixel colors of an entire mipmap level of a slice.
This method sets pixel data for the texture in CPU memory. Texture.isReadable must be true
, and you must call Apply after SetPixels32
to upload the changed pixels to the GPU.colors
must contain the pixels row by row, starting at the bottom left of the texture. The size of the array must be the width x height of the mipmap level. SetPixels32
might be slower than some other texture methods because it converts the Color32 struct into the format the texture uses. To set pixel data more quickly, use SetPixelData instead.
You can use SetPixels32
with the following texture formats:
Alpha8
ARGB32
ARGB4444
BGRA32
R16
R16_SIGNED
R8
R8_SIGNED
RFloat
RG16
RG16_SIGNED
RG32
RG32_SIGNED
RGB24
RGB24_SIGNED
RGB48
RGB48_SIGNED
RGB565
RGB9e5Float
RGBA32
RGBA32_SIGNED
RGBA4444
RGBA64
RGBA64_SIGNED
RGBAFloat
RGBAHalf
RGFloat
RGHalf
RHalf
For all other formats, SetPixels32
fails. Unity throws an exception when SetPixels32
fails.
Additional resources: SetPixels, SetPixelData, GetPixels32, GetPixels, Apply, mipmapCount.