Version: 2017.4
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

Texture2D.Apply

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public method Apply(updateMipmaps: bool = true, makeNoLongerReadable: bool = false): void;
public void Apply(bool updateMipmaps = true, bool makeNoLongerReadable = false);

Parameters

updateMipmapsWhen set to true, mipmap levels are recalculated.
makeNoLongerReadableWhen set to true, system memory copy of a texture is released.

Description

Actually apply all previous SetPixel and SetPixels changes.

If updateMipmaps is true, the mipmap levels are recalculated as well, using the base level as a source. Usually you want to use true in all cases except when you've modified the mip levels yourself using SetPixels. By default updateMipmaps is set to true.

If makeNoLongerReadable is true, texture will be marked as no longer readable and memory will be freed after uploading to GPU. By default makeNoLongerReadable is set to false.

Apply is a potentially expensive operation, so you'll want to change as many pixels as possible between Apply calls.

Alternatively, if you don't need to access the pixels on the CPU, you could use Graphics.CopyTexture for fast GPU-side texture data copies. Note that calling Apply may undo the results of previous calls to Graphics.CopyTexture.

The texture has to have Is Readable flag set in the import settings.

#pragma strict
// Create a new texture and assign it to the renderer's material
function Start() {
	var texture: Texture2D = new Texture2D(128, 128);
	GetComponent.<Renderer>().material.mainTexture = texture;
	for (var y: int = 0; y < texture.height; y++) {
		for (var x: int = 0; x < texture.width; x++) {
			var color: Color = ((x & y) != 0 ? Color.white : Color.gray);
			texture.SetPixel(x, y, color);
		}
	}
	texture.Apply();
}
// Create a new texture and assign it to the renderer's material
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { void Start() { Texture2D texture = new Texture2D(128, 128); GetComponent<Renderer>().material.mainTexture = texture;

for (int y = 0; y < texture.height; y++) { for (int x = 0; x < texture.width; x++) { Color color = ((x & y) != 0 ? Color.white : Color.gray); texture.SetPixel(x, y, color); } } texture.Apply(); } }

See Also: SetPixel, SetPixels functions, Graphics.CopyTexture.

Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961