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Texture2D.GetPixel

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public method GetPixel(x: int, y: int): Color;
public Color GetPixel(int x, int y);

Description

Returns pixel color at coordinates (x, y).

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.

Texture coordinates start at lower left corner.

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.

The texture must have the Read/Write Enabled flag set in the import settings, otherwise this function will fail. GetPixel is not available on Textures using Crunch texture compression.

See Also: GetPixels32, GetPixels, SetPixel, GetPixelBilinear.

#pragma strict
// Sets the y coordinate of the transform to follow the heightmap
public var heightmap: Texture2D;
public var size: Vector3 = new Vector3(100, 10, 100);
function Update() {
	var x: int = Mathf.FloorToInt(transform.position.x / size.x * heightmap.width);
	var z: int = Mathf.FloorToInt(transform.position.z / size.z * heightmap.height);
	var pos: Vector3 = transform.position;
	pos.y = heightmap.GetPixel(x, z).grayscale * size.y;
	transform.position = pos;
}
// 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; } }
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