public Color GetPixel (int x, int y);


座標(x, y)のピクセルのカラーを取得します

If the pixel coordinates are out of bounds (larger than width/height or small than 0), they will be clamped or repeated based on the texture's wrap mode.


If you are reading a large block of pixels from the texture, it may be faster to use GetPixels32 or GetPixels which returns a whole block of pixel colors.

テクスチャはインポートセッティングの Read/Write Enabled フラグを設定しなくてはいけません。でなければこのファンクションは失敗するでしょう。

See Also: GetPixels32, GetPixels, SetPixel, GetPixelBilinear.

	// Sets the y coordinate of the transform to follow the heightmap
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public Texture2D heightmap; public Vector3 size = new Vector3(100, 10, 100);

void Update() { int x = Mathf.FloorToInt(transform.position.x / size.x * heightmap.width); int z = Mathf.FloorToInt(transform.position.z / size.z * heightmap.height); Vector3 pos = transform.position; pos.y = heightmap.GetPixel(x, z).grayscale * size.y; transform.position = pos; } }