Version: 1.3
LanguageEnglish
  • C#

Texture2D.GetPixel

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

Declaration

public Color GetPixel(int x, int y, int mipLevel = 0);

Parameters

x The x coordinate of the pixel to get. The range is 0 through (texture width - 1).
y The y coordinate of the pixel to get. The range is 0 through (texture height - 1).
mipLevel The mipmap level to sample. The range is 0 through the texture's Texture.mipmapCount. The default value is 0.

Returns

Color The pixel color.

Description

Gets the pixel color at coordinates (x, y).

This method gets pixel data from the texture in CPU memory. Texture.isReadable must be true.

The lower left corner is (0, 0). If the pixel coordinate is outside the texture's dimensions, Unity clamps or repeats it, depending on the texture's TextureWrapMode.

GetPixel might be slower than some other texture methods because it converts the format the texture uses into Color. GetPixel also needs to decompress compressed textures, and use memory to store the decompressed area. To get pixel data more quickly, use GetPixelData instead.

If you need to get a large block of pixels, it might be faster to use GetPixels32 or GetPixels.

You can't use GetPixel with textures that use Crunch texture compression.

Additional resources: GetPixels32, GetPixels, SetPixel, GetPixelBilinear.

// Sets the y coordinate of the transform to follow a 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; } }