| colors | The array of pixel colours to use. This is a 2D image flattened to a 1D array. | 
| arrayElement | The array slice to write colorsto. | 
| miplevel | The mipmap level to write colorsto. The range is0through the texture's Texture.mipmapCount. The default value is0. | 
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.