Question by 
               captaintechnicality · Apr 29, 2018 at 04:55 PM · 
                graphicstexture2dtextures  
              
 
              SetPixels Non-Deterministic Results
I'm trying to put some textures onto a texture sheet dynamically. I'm not using pack textures because I'm not using a perfect cube and I need it to match my UVs. Instead, I'm using GetPixels and SetPixels like this:
         Texture2D tex = new Texture2D(512, 512, TextureFormat.RGBA32, false);
         for(int i = 0; i < 6; i++)
         {
             tex.SetPixels(offsets[i].x * 128, offsets[i].y * 128, 128, 128, textures[i].GetPixels());
         }
         GetComponent<MeshRenderer>().material.SetTexture("_MainTex", tex);
         displayImage.texture = tex;
When using this method however, it finishes a non-deterministic number of faces, usually between 0-4 before it finishes. In debugging the code, it does go through the loop all 6 times. 

Does anyone know why this happens? PackTextures doesn't do quite what I want.
 
                 
                unity-2018-04-29-09-44-02.png 
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                unity-2018-04-29-09-46-47.png 
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