| colors | The array of pixel colours to use. This is a 2D image flattened to a 1D array. |
| arrayElement | The array slice to write colors to. |
| miplevel | The mipmap level to write colors to. The range is 0 through the texture's Texture.mipmapCount. The default value is 0. |
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
R8
RFloat
RG16
RG32
RGB24
RGB48
RGB565
RGB9e5Float
RGBA32
RGBA4444
RGBA64
RGBAFloat
RGBAHalf
RGFloat
RGHalf
RHalf
For all other formats, SetPixels32 fails. Unity throws an exception when SetPixels32 fails.
See Also: SetPixels, SetPixelData, GetPixels32, GetPixels, Apply, mipmapCount.